Difference between revisions of "Spiritual Hammer (spell)"

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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.  It's head is shaped as the caster desires, gleaming with an otherworldly, almost hypnotic gleam.  
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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.  It's head is shaped as the caster desires, gleaming with an otherworldly, almost hypnotic gleam.  
  
 
== Attacking ==
 
== Attacking ==
When manipulating the dweomer, the caster exercise mental control over the weapon — which necessitates full concentration.  Directing the hammer [[Roll to Hit|to hit]]
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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.
  
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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 it's 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]].
  
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== Bonuses ==
  
  
When "throwing" the warhammer, the caster directs the weapon mentally, and therefore cannot take another action at the same time.  This 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.
 
  
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.
 
 
== 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.
 
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.
  

Revision as of 20:09, 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. It's head is shaped as the caster desires, gleaming with an otherworldly, almost hypnotic gleam.

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 it's 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 thrown, the warhammer doesn't receive benefits from attacks to the 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 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.

When used in melee, the spiritual hammer also retains the caster's normal bonuses to hit and damage from strength. Dexterity bonuses don't apply when the hammer is thrown.