Difference between revisions of "Spiritual Hammer (spell)"

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{{Spelltable
 
{{Spelltable
 
| name = Spiritual Hammer
 
| name = Spiritual Hammer
| range = 30 ft.
+
| range = self
| duration = 1 round per level
+
| duration = 1 round per level; see below
| area of effect = special
+
| area of effect = 30 ft.
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = none
 
| save = none
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}}
 
}}
  
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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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.
  
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 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.
  
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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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 same.  If 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.
  
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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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.
  
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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== Multiple Hammers ==
 
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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.
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.
 
 
 
At 15th level, the cleric is able to conjure three hammers; at 21st level, four hammers; and at 27th level, five hammers.
 
<br>
 

Revision as of 17:21, 20 August 2020

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

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

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 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.

Bonuses

The hammer does not receive benefits from attacks to the flank or rear. In all cases, the bonus to hit remains the same. If 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.

If the spiritual hammer is "held," the caster's normal strength bonuses also apply to hit and damage. This does not apply if the hammer is used to strike at a distance.

Multiple Hammers

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.