Whip of Shar
- SchoolInvocation/Evocation
- SphereNecromantic
- ComponentsV, S, M
- Range0
- Area5'-long, flexible beam of force
- Casting time6
- Duration1 round/level
- SaveSpecial
This spell creates a flickering black beam of force 1 inch in thickness surrounded by a purple halo. It is wielded by the caster, whom it cannot harm. If the caster successfully strikes with the whip in combat, the struck creature suffers 2d4 points of damage. Undead are affected as if by a turning attempt by a priest of three levels higher than the whip-caster.
Living creatures struck by a whip of Shar must also make a successful saving throw vs. spell or be unable to attack on the following round because they are writhing in pain and unable to control their actions. Writhing victims incur no Armor Class penalties, but must make successful Dexterity ability checks to avoid dropping all held and wielded items (one check per item). Victims struck in successive rounds are less prone to falling victim to this facet of the whip's attacks due Xo a numbness produced from repeated exposure. Hits in successive rounds cause the second saving throw to be at a +1 bonus, the third saving throw to be at a +2 bonus, and so on. A whip of Shar has no effect on even the most fragile of nonliving objects and cannot be used to bind, constrict, or entangle. It is considered a magical weapon for purposes of which creatures it may strike.
The material components of this spell are three sharp-edged pieces of black obsidian or glass and a long, black hair from any evil creature.
Notes: Granted by the Shar, Mistress of the Night, evil goddess of the Forgotten Realms setting.
Sources: Faiths & Avatars · Priest's Spell Compendium