Difference between revisions of "Spiritual Hammer (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
(Created page with "Placeholder.")
 
Line 1: Line 1:
Placeholder.
+
{| class="wikitable"
 +
|-
 +
| Range|| 30 ft.
 +
|-
 +
| Duration || 1 round per level
 +
|-
 +
| Area of Effect|| special
 +
|-
 +
| Casting Time|| 1 round
 +
|-
 +
| Saving Throw|| none
 +
|-
 +
| Level|| [[Cleric 2nd Level Spells|cleric (2nd)]]
 +
|}
 +
 
 +
Creates a magical hammer which the cleric can wield in hand-to-hand melee, or cause to fly about of its own accord.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
If the cleric chooses to wield the hammer in hand-to-hand melee, their natural strength bonuses apply ‘to hit’ and damage.
 +
 
 +
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.
 +
 
 +
See [[Cleric 2nd Level Spells|Cleric 2nd Level (spells)]]
 +
 
 +
[[Category:Clerical Spells]]

Revision as of 17:30, 11 February 2020

Range 30 ft.
Duration 1 round per level
Area of Effect special
Casting Time 1 round
Saving Throw none
Level cleric (2nd)

Creates a magical hammer which the cleric can wield in hand-to-hand melee, or cause to fly about of its own accord.

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.

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.

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.

If the cleric chooses to wield the hammer in hand-to-hand melee, their natural strength bonuses apply ‘to hit’ and damage.

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.

See Cleric 2nd Level (spells)