Rope Weapon
You have learned to conjure a rope and direct it at a foul enemy.
Effect
1 | Lost, failure, and patron taint. |
2 - 11 | Lost, failure |
12 - 13 | The caster summons a rope of up to 100' in length from nowhere. The rope remains in existence for 1 turn. The rope is prepared however the caster chooses; as a lasso, a whip, or a garrote. |
14 - 17 | The caster summons a rope as above, although knotted. As a +2+CL ranged attack, the caster can command the rope to target a single opponent within 30' (1d6+CL damage). After the attack, the rope disappears. This is considered a magical attack. |
18 - 19 | The caster summons a rope as above. Using an existing rope or the summoned one, they can command the rope to entangle one target within 30'. The rope rapidly loops itself around the target, then constricts. The target receives a Reflex save versus the spell check DC to escape; otherwise, it is constrained. A constrained target cannot move or take any action other than to talk. Once constrained, the target can attempt on future rounds to escape with a Strength or Agility check (to burst the rope or wiggle free) versus the spell check DC. |
20 - 23 | The caster summons a rope as above, shaped as a noose. As a +3+CL ranged attack, the caster targets a single opponent within 30'. On a successful hit, the rope rapidly rises up to 100' off the ground (caster's choice), hanging in the air and choking the target for 3d4 damage. The rope does not need to be anchored to anything and will support up to 400 pounds of weight without being anchored (anchoring it may allow it to support more weight). The rope will continue choking the target for 3d4 damager per round, until either the rope (AC 12) suffers 6hp of damage or the target makes a successful Reflex save versus the spell check DC to escape. Then, depending on how high the target is hanging, they will need to contend with the fall. Otherwise, the rope remains in this position magically floating in the air for up to 1 turn, after which point it drops to the ground. |
24 - 27 | The caster summons two knotted ropes to attack as above. The caster is able to direct the two ropes to target up to two targets as a +2+CL ranged attack, inflicting 1d6+CL damage. Range is increased to 40'. After the attacks, the ropes disappear. These are considered magical attacks. |
28 - 29 | The caster summons a rope as above. Using an existing rope or the summoned one, they can command the rope to entangle a target (as result 18-19 above) or lift it up (as result 24-27 above) and then also have the rope drag target at a speed of up to 30' per round. The rope can be commanded to move each round for up to 1 turn as long as one end of it is within 30' of the caster. |
30 - 31 | As any result above, and the spell's range is extended to 300'. |
32+ | As any result above, and the spell's duration is increased to 1 hour. The ropes which would normally disappear stay in existence and may be used on subsequent rounds to perform their attacks. |
Manifestation
The caster raises both hands as clenched fist, palms down, then jerks both fists as if pulling a rope taunt. The caster then manipulates the rope by gesturing with their fists to create the desired effect.
Related Discipline
Arcane (The Rope)
Effect Duration
Varies
Effect Casting Time
1 Round
Range
100' or more
Level
1
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