Difference between revisions of "Spiritual Hammer (spell)"

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[[File:Spiritual Hammer.jpg|thumb|520px|]]
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[[File:Spiritual Hammer.jpg|thumb|525px|thumb]]
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'''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.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Spiritual Hammer
 
| name = Spiritual Hammer
 
| range = self
 
| range = self
| duration = 1 round per level; see below
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| duration = 1 [[Combat Round|round]] per [[Experience Level|level]]; see text
 
| area of effect = 30 ft.
 
| area of effect = 30 ft.
 
| casting time = 1 round
 
| casting time = 1 round
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}}
 
}}
  
Creates a magical hammer which the caster can wield in hand-to-hand [[Melee|melee]], or used to strike at a distance.  Attacks must be made within the spell range.
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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 attackThe 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.
  
The hammer may attack any creature within the spell's range. The '''caster must direct''' the hammer, and therefore cannot take another action simultaneously.  However, use of the hammer can be suspended at will; the spell duration refers to the number of [[Combat Round|rounds]] the hammer can be used, so if it not used in a given round, the magic remains in effect.  The spell will not lapse until a full hour has passed after casting.
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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 ==
 
== Bonuses ==
The hammer does not receive benefits from attacks to the [[Rear & Flank Attacks|flank or rear]].  In all cases, the bonus [[Roll to Hit|to hit]] remains the sameIf the spell is acquired early, at 3rd or 4th level, there are no bonuses.  However, '''for every two levels above 3rd''', the hammer gains a +1 to hit bonus. At 5th level, the hammer is +1; at 7th, it is +2; at 9th it is +3.  This continues until the hammer gains a maximum bonus of +5 to hit.   
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When thrown, the warhammer doesn't receive benefits from attacks to the [[Flank & Rear Attacks|flank or rear]].  It does when used hand-to-handFor 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.
  
If the spiritual hammer is "held," the caster's normal [[Strength (ability stat)|strength]] bonuses also apply to hit and [[Damage (hit points)|damage]].  This does not apply if the hammer is used to strike at a distance.
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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.
  
== Multiple Hammers ==
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[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
At 9th level, the caster is able to conjure '''two spiritual hammers'''; and at 15th level, three. The bonus that would be received for one hammer must be distributed among the hammers used. For example, the +3 bonus that a 9th level cleric gains could be split, so that the first hammer received +2 to hit and the second hammer, +1.  One of these can be held by the caster while the other attacks at a distance.
 

Revision as of 20:39, 3 January 2022

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Spiritual hammer creates a magical warhammer which the caster can wield in hand-to-hand melee, or use to strike at a distance. Attacks must be made within the spell range.

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)

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, just as any other attack. The hammer cannot be "thrown" more quickly by a caster with 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 attack ... but if it's not used, the magic remains in place for a full hour after discharging, enabling the caster to make use of it later.

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.