Mystic Lash
(Evocation)
Sphere: Combat
Level: 5
Range: 10 yds./level
Components: V, S, M
Casting Time: 8
Duration: 1 rd./level
Area of Effect: Special
Saving Throw: Special
Casting this spell creates a long whip of ghostly, glowing red force that emanates from the preist's hand. With this lash the caster can attack once per round at a +3 bonus to his or her attack roll. When the lash strikes a being, the caster can RELEASE it to attack taht being repeatedly, fighting on its own until the spell expires, using the priests own THAC0. The caster can then engage in spellcasting or other activities. If the target creature dies, falls unconscious, or becomes immobilized, the following round the lash returns to the casting priest's hand. If the casting priest does not grasp it that round the spell ends; otherwise, the priest can again attempt to hit a new creature and release the mystic lash to once more attack on its own.
A mystic lash inflicts 2d8 points of electrical damage per strike. Target creatures hit by the lash are allowed a saving throw vs. spell to take half damage (round up). The strike of the lash also has a magical effect. If the lash is directly wielded by its caster, that priest mentally chooses the effect from those listed below. If the lash is fighting by itself, the effect is chosen at random by rolling 1d6 and consulting the table.
A mystic lash is destroyed instantly by a successful dispel magic, but cannot be affected or guarded against as though it were a purely electrical attack.
Its material components are the priest's holy symbol and a piece of amber.
MYSTIC LASH TABLE
1d6 Effect
1 Stunned (reeling and unable to act) for the rest of the current round and entire next round.
2 Forgets one spell or command word . If none, treat as a roll of '1'.
3 Wracking pain inflicts 1d4 points additional damage; drop all held items.
4 Paralyzed for 2 rounds, then save vs. paralyzation at the start of each round to recover.
5 Electrical arc inflicts 2d4 points additional damage and one metal item is vaporized. Magical items save vs. lightning with a +2 bonus to survive. Artifacts and relics are unaffected.
6 Entwined by helix of electrical energy, and propelled 1d4 X 10 yards for 2d6 impact damage (if in midair, take falling damage instead); no electrical damage.