Titan's Hammer

Conjuration (Summoning)
Level: Sor/Wiz 6, Clr 6
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: one or more creatures/objects in a 10×10 area
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Titan’s Hammer summons a titan to attack the designate creature(s). The titan always attacks with a gargantuan +3 adamantine warhammer and receives a +37 attack bonus and deals 4d6+27 damage. The titan only makes one attack and then vanishes and always attacks in the style above. Since the titan is physically present in the world for the duration of the spell, the titan must have enough room to appear in, else the spell fails. The spell may either target a single creature or a 10×10 area but in either case attack rolls must be made against each creature or object separately.

Attacks from the hammer are automatic sunder attempts against the creature’s armor. Any damage dealt to the creature is split, half to the creature and half to the armor (if the armor breaks, the excess may be dealt to the creature). The hammer is magical and adamantine for purposes of overcoming DR and hardness.

If the titan strikes a creature with natural armor, the impact deals full damage to the creature and creates a weak spot. To attack the weak spot requires a called shot at a -5 penalty to attack bonus, but a successful hit will deal 1.5x the damage (stacks with critical; extra damage from sneak attacks, spell effects, psionic strikes, etc. does not multiply). Creatures immune to critical hits do not receive a weak spot. Fast healing will not remove a weak spot, but regeneration will. Cure spells will not remove a weak spot, but heal will, as will a week of natural healing.

Focus: a fancy bottle stopper worth at least 50 gp.

Titan's Hammer

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