Water Whip
(Evocation)(Combat, Elemental (Water))

Range:  0
Components:  V, S, M
Duration:  5 rounds + 1 round per 2 levels
Casting Time:  6
Area of Effect:  One 10-foot long whip
Saving Throw:  None

With this spell, the caster causes a crystal clear blue whip to form in his hand - the weapon is made entirely of water. If the caster successfully hits with the water whip in melee, the target suffers damage equal to 1d2 (or 1 for Large creatures) + 1 point per level of the caster. Thus, an 8th-level priest will do either 9 or 10 points of damage. If the priest hits with a natural 20, he has succeeded in disarming his opponent; the target still takes damage. A creature attacking with only natural weapons (teeth and claws, for example) cannot be disarmed in this manner.
Any creature especially susceptible to water damage suffers double damage. Note: double damage does not apply to creatures susceptible to holy water, such as undead (the water that composes the whip is not holy water).
Although magical in origin, it is not considered a magical weapon unless cast by high level priests (tenth level or greater). That is, for casters of tenth level or greater, the water whip is considered a weapon, +1; for casters of twentieth level or greater, it is considered a weapon, +2; and so on.
In addition to the caster's holy symbol, the spell requires a leaf from any water-dwelling plant as a material component.

