AD&D 2nd Edition » New Spells
Doom Hammer
By:
Spell Level: 4
Sphere: Abjuration, Evocation, Necromantic
Range: Touch
Components: V, S
Duration: 1 turn per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Creates a smoky-gray, 4-foot-long, hammer-shaped, field of force in the caster's hand. The caster strikes with the weapon as a Fighter of equal level, with a bonus to hit of +1 for every 4 levels of the caster (to a maximum of +5 at 17th level).
The Doom Hammer's strike can have one of three fell effects; prior to each strike the caster must select one effect:
Curse of the Doom Hammer:
- Does 2d4+6/2d8+6 damage per strike.
- The Hammer can drain from any creature it hits the exact number of hit points necessary to heal all current damage the caster has suffered.
- The touch of the Hammer will do 6 hit point of damage, and bestow one of the following Curses:
The struck being suffers a temporary loss of 3 levels; including hit points, THAC0, Saving Throws, spell casting and so forth.
The struck being is affected as a Slow spell.
The struck being suffers a -6 penalty on all Saving Throws and ability checks.
The struck being is unable to speak clearly (i.e. spell casting requiring verbal component is impossible, messages are garbled and communication is difficult).
The struck being suffers recurring blurred vision or blindness, lasting 1 round and occurring in a 1in6 chance, rolled each round. Armor Class and attack penalties apply (+4 penalty on Armor Class and -4 to hit), and certain activities will be endangered (e.g. walking along narrow paths without falling or bumping into surroundings), or rendered impossible (e.g. catching things).
This effect lasts for 2d4 turns, plus 1 turn per level of the caster. Multiple Curses are possible on the same victim, but this power of the spell may only be used 3 times every 144 rounds, no matter how many different times the spell is cast.
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