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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.

SchoolEvocation (opposed by Conjuration)
Spell levelCleric 4
RangeMedium (20 m)
ComponentsVerbal and somatic
Can be aimed ata creature, a spot on the ground, an item, a door or a placeable
Area of effect6.67 metre radius
Counts as an attackYes. Casting it on someone is a hostile act
ConcentrationDamage can interrupt the casting
DurationInstant
SaveWill Partial
Spell ResistanceYes
Metamagic allowedEmpower, 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