Difference between revisions of "Spiritual Hammer (spell)"

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[[File:Spiritual Hammer.jpg|thumb|520px|]]
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'''Spiritual hammer''' is a spell that conjures one or more mystical [[Warhammer (weapon|warhammer]] that can be employed by the caster for both [[Melee|close-quarters]] [[Combat|combat]] and ranged strikes. However, all attacks must remain within the designated spell's area of influence.  The hammer is an extension of the caster's will and can be directed at any target.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Spiritual Hammer
 
| name = Spiritual Hammer
| range = 30 ft.
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| range = self
| duration = 1 round per level
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| duration = 1 [[Combat Round|round]] per [[Experience Level|level]]; see text
| area of effect = special
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| area of effect = 30 ft.
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = none
 
| save = none
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
}}
 
}}
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__TOC__
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The actual substance is a [[Warhammer (weapon)|warhammer]] possessing an ethereal essence that pulsates with power and a strong blue glow, visible to the friend and foe alike.  Its head may be shaped as the caster desires, gleaming with an otherworldly, almost hypnotic gleam; the presence of magical "chains" attaching the flying hammer to the caster's body is typical but may be discarded.
  
Creates a magical hammer which the cleric can wield in hand-to-hand melee, or cause to fly about of its own accord.
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== Attacking ==
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When manipulating the dweomer, the caster exercise mental control over the weapon — which necessitates full concentration.  Directing the dweomer [[Roll to Hit|to hit]] requires the expenditure of 2 [[Action Points|action points]] (AP), like any standard attack.  If the caster is able to perform [[Multiple Attacks|multiple attacks in a round]], the hammer can be used twice, but each attack still requires 2 AP.
  
The hammer may attack any creature within the spell’s range. The cleric must direct the hammer, and so cannot take other actions that round except to move normally. However, the hammer can be allowed to suspend its action if the cleric is distracted — while the duration remains the same, the spell does not disperse.
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The caster retains the ability to suspend the use of the hammer at their discretion. In such cases, the warhammer becomes imperceptible, either floating unseen within the caster's grasp or remaining securely held in their hand. The spell's duration specifies the number of rounds during which the hammer can be actively used to strike opponents, not the total number of rounds that have passed since its creation.  Nevertheless, if the hammer remains unused as a weapon for a period greater than 10 rounds, the dweomer dissipates thereafter.  At any point the caster can seize control of it again to resume [[Attacks with Two Weapons|attacks]].
  
Regardless of the distance between the cleric and the hammer, normal combat modifiers apply — thus, if the cleric is behind the creature being attack, he or she still gains +2 to hit.
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== Bonuses ==
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When attacking, the hammer receives no benefit from attacks against an opponent's [[Flank & Rear Attacks|flank or rear]] unless held in the caster's hand.  When wielded as a hand-to-hand weapon, '''it retains the caster's normal strength bonuses''' to hit and [[Damage (hit points)|damage]].  [[Dexterity (ability stat)|Dexterity]] bonuses don't apply when the hammer is thrown.
  
The hammer attacks as an ordinary weapon without bonuses at 3rd or 4th level; but for every two levels above 3rd, the hammer gains a +1 bonus ‘to hit.’ Thus, at 5th the hammer would be +1 and at 7th, +2.
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For every two levels gained beyond the 3rd level, such as at the 5th, 7th, and 9th levels, the hammer acquires a +1 bonus to its accuracy when used. At its peak, a 13th level hammer would attain the maximum bonus from this enhancement: a +5 bonus to hit. However, this bonus does not continue to increase beyond the 13th level.
  
If the cleric chooses to wield the hammer in hand-to-hand melee, their natural strength bonuses apply ‘to hit’ and damage.
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: For example, if a 5th level fighter with a 17 [[Strength (ability stat)|strength]] were using the spiritual hammer, the total bonus to hit would be +3 (+1 from strength and +2 from the dweomer), while damage caused would be +1 from strength.
  
At 9th level, the cleric is able to bring into existence two spiritual hammers, with a combined bonus of +3 to hit (cleric specifies before attacking). One of these hammers may still be used directly by the cleric. At 11th, the combined bonus would be +4; at 13th, +5; and so on.
 
  
The cleric may dual-wield spiritual hammers.
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See [[Magic to Hit]]
  
At 15th level, the cleric is able to conjure three hammers; at 21st level, four hammers; and at 27th level, five hammers.
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[[Category: Clerical Spells]][[Category: Reviewed]]
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Latest revision as of 20:33, 1 November 2023

Spiritual Hammer.jpg

Spiritual hammer is a spell that conjures one or more mystical warhammer that can be employed by the caster for both close-quarters combat and ranged strikes. However, all attacks must remain within the designated spell's area of influence. The hammer is an extension of the caster's will and can be directed at any target.

Spiritual Hammer
Range self
Duration 1 round per level; see text
Area of Effect 30 ft.
Casting Time 1 round
Saving Throw none
Level cleric (2nd)

The actual substance is a warhammer possessing an ethereal essence that pulsates with power and a strong blue glow, visible to the friend and foe alike. Its head may be shaped as the caster desires, gleaming with an otherworldly, almost hypnotic gleam; the presence of magical "chains" attaching the flying hammer to the caster's body is typical but may be discarded.

Attacking

When manipulating the dweomer, the caster exercise mental control over the weapon — which necessitates full concentration. Directing the dweomer to hit requires the expenditure of 2 action points (AP), like any standard attack. If the caster is able to perform multiple attacks in a round, the hammer can be used twice, but each attack still requires 2 AP.

The caster retains the ability to suspend the use of the hammer at their discretion. In such cases, the warhammer becomes imperceptible, either floating unseen within the caster's grasp or remaining securely held in their hand. The spell's duration specifies the number of rounds during which the hammer can be actively used to strike opponents, not the total number of rounds that have passed since its creation. Nevertheless, if the hammer remains unused as a weapon for a period greater than 10 rounds, the dweomer dissipates thereafter. At any point the caster can seize control of it again to resume attacks.

Bonuses

When attacking, the hammer receives no benefit from attacks against an opponent's flank or rear unless held in the caster's hand. When wielded as a hand-to-hand weapon, it retains the caster's normal strength bonuses to hit and damage. Dexterity bonuses don't apply when the hammer is thrown.

For every two levels gained beyond the 3rd level, such as at the 5th, 7th, and 9th levels, the hammer acquires a +1 bonus to its accuracy when used. At its peak, a 13th level hammer would attain the maximum bonus from this enhancement: a +5 bonus to hit. However, this bonus does not continue to increase beyond the 13th level.

For example, if a 5th level fighter with a 17 strength were using the spiritual hammer, the total bonus to hit would be +3 (+1 from strength and +2 from the dweomer), while damage caused would be +1 from strength.


See Magic to Hit