Hammer of the Gods
The caster smites at the target location with divine light for 1d8 per 2 caster levels up to 5d8 (caster level 10), then 1d8 more for every 4 caster levels above 10, up to 12d8 at caster level 40. Enemies that make a Will save take half damage and avoid being dazed for 1 + (caster level / 10) rounds, up to a maximum of 5 rounds at caster level 40.
| School | Evocation (opposed by Conjuration) |
| Spell level | Cleric 4 |
| Range | Medium (20 m) |
| Components | Verbal and somatic |
| Can be aimed at | a creature, a spot on the ground, an item, a door or a placeable |
| Area of effect | 6.67 metre radius |
| Counts as an attack | Yes. Casting it on someone is a hostile act |
| Concentration | Damage can interrupt the casting |
| Duration | Instant |
| Save | Will Partial |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Maximize, Quicken, Silent, Still |
How it works
- A Hammer of the Gods spell enhancement on your gear adds its damage to every target.
- It hits everyone within 6.67 metres, whether or not you can see them.
Where it comes from
Cleric domain: Sun (level 3).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
