Difference between revisions of "Spiritual Hammer (spell)"

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[[File:Spiritual Hammer.jpg|right|560px|thumb]]
 
[[File:Spiritual Hammer.jpg|right|560px|thumb]]
'''Spiritual hammer''' creates a magical warhammer which the caster can wield in hand-to-hand [[Melee|melee]], or use to strike at a distance.  Attacks must be made within the spell range.
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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.
  
 
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| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
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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.
  
When "throwing" the warhammer, the caster directs the weapon mentally, and therefore cannot take another action at the same timeThis requires 2 [[Action Points|action points]], just as any other attack.  The hammer cannot be "thrown" more quickly by a caster with [[Multiple Attacks|multiple attacks]] per round, but multiple attacks do apply if the hammer is used in melee.
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== Attacking ==
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When manipulating the dweomer, the caster exercise mental control over the weapon — which necessitates full concentrationDirecting 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.
  
Use of the hammer can be suspended at will, in which case the warhammer will float invisibly within the caster's grasp or remain held in his or her hand.  The spell's duration describes the '''number of rounds the hammer can be used to [[Attacking in Combat|attack]]''' ... but if it's not used, the magic remains in place for a full hour after [[Spellcasting|discharging]], enabling the caster to make use of it later.
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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]].
  
 
== Bonuses ==
 
== Bonuses ==
When thrown, the warhammer doesn't receive benefits from attacks to the [[Flank & Rear Attacks|flank or rear]].  It does when used hand-to-hand.  For every '''two levels above 3rd''', i.e. at 5th, 7th and 9th, the hammer acquires a +1 bonus [[Roll to Hit|to hit]].  A 13th level hammer would gain the maximum bonus from this benefit: +5 to hit.  The bonus ceases to increase after 13th level.
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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 handWhen 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.
  
When used in melee, the spiritual hammer also retains the caster's normal bonuses to hit and [[Damage (hit points)|damage]] from [[Strength (ability stat)|strength]]. [[Dexterity (ability stat)|Dexterity]] bonuses don't apply when the hammer is thrown.
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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.
  
[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
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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.
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See [[Magic to Hit]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

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