Spiritual Hammer
(OSRIC: Spiritual Weapon)
(Invocation)
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Effect: By calling
upon his or her deity,
the cleric casting a spiritual
hammer spell brings into existence a field of force which is
shaped vaguely like a hammer.
This AREA of force is hammer-sized,
and as long as the cleric
who invoked it concentrates upon the hammer,
it will strike at any opponent
within its range as desired by the cleric.
The force AREA strikes as
a magical weapon equal to one plus per 3 levels of experience of the spell
caster for purposes of being able to strike creatures,
although it has no magical
plusses whatsoever "to hit",
and the damage it causes
when it scares a hit is exactly the same as a normal war hammer,
i.e. 1-6 versus opponents
of man-size or smaller, 1-4 upon larger opponents.
Furthermore, the hammer
strikes at exactly the same level as the cleric controlling it,
just as if the cleric was
personally wielding the weapon.
As soon as the cleric ceases
concentration, the spiritual hammer is dispelled.
Note: If the cleric is behind
an opponent, the force can strike
from this position, thus
gaining all bonuses for such an attack and negating
defensive protections such
as shield and dexterity.
MC: The material component of this spell is a normal war hammer which the cleric must hurl towards opponents whilst uttering a plea to his or her deity. The hammer disappears when the spell is cast.
<note: dmg for hammer
is given as 2-5 / 1-4>
<hammer : costs 1 gp,
50 gp weight>
SA:
Commune,
Divination, Spiritual Hammer — The Astral Plane
is
not considered “neutral territory” to the gods, as the PMP
is.
Spells
like commune, divination, and spiritual hammer will
not function astrally
—
unless the cleric’s deity lives on the Astral Plane —
because
to succeed, they require direct intervention by the deity or a minion of
the deity.
The
gods who inhabit the Astral Plane would take offense if such a thing were
allowed to happen — so it does not happen.