Arm Hammers (Priest Spell)

==Powers & Pantheons Version==
This spell enables the priest to transform his or her forearms and hands into nonmagical adamantine hammers with which she or he can chip away solid rock. While under the effects of this spell, the spellcaster can hammer away with both arms at an incredibly rapid pace, doing 1 point of structural damage (see the earthshake spell for average structural points for many buildings) to unmoving structures per turn. When tunneling into any form of rock, the spellcaster can create a passage at a rate of 1 foot deep per round, or 10 feet per turn. This passage is large enough for a creature of similar size to the spellcaster to walk through.
It is difficult to employ arm hammers in combat, as opponents tend to weave and dodge and the heavy weight of the hammers makes it difficult for the spell's casters to maintain their balance if they are not striking a fixed, immovable target. As a result, although priests can accelerate the rate at which the arm hammers swing to a near blinding rate, when the spell is used in combat, the priest receives only two attacks per round (one with each arm hammer) and must direct all of the attacks against a single opponent. Each at tack strikes with a -3 penalty to hit and inflicts only 1d8 points of damage, as most hits with these cumbersome weapons are merely glancing blows. On a roll of a natural 20, the priest manages to connect solidly with an attack and inflicts 2d10 points of damage.
Arm hammers may be ended at any time by the casting priest. While under the effects of this spell, the casting priest must make a successful Constitution ability check every turn. If a check is failed and the spellcaster does not end the spell effect immediately, she or he must make an additional Constitution ability check every round thereafter. If the priest fails a second Constitution ability check at any point, the priest must make a successful system shock survival roll or die from the exertion. If the system shock survival roll succeeds, the spell ends immediately and the caster is exhausted, and must rest immediately and completely (not even walking is allowed) for at least 8 hours.
If an opponent casts shatter or a similar incantation on a priest employing arm hammers, the arm hammer spell effect ends immediately, and the priest suffers 2d8 point s of damage. While under the effects of chis spell, haste and slow spells have no effect on the spellcaster. In addition, casting spells with somatic or material components is impossible while under the effects of this spell.
The material components of this spell are the priest's holy symbol and two miniature stone hammers carved from a single stone using only stone implements.
==Priest's Spell Compendium Version==
This spell transforms the priest's forearms and hands into nonmagical adamantine hammers able to chip away solid rock. The priest can hammer away with both arms at an incredibly rapid pace, inflicting 1 point of structural damage to unmoving structures per turn (see earthshake spell). When tunneling into rock, the caster can create a passage at a rate of 1 foot deep per round, or 10 feet per turn. This passage is large enough for a creature of the caster's size to walk through.
The heavy weight of the hammers makes it difficult for the caster to maintain balance if not striking a fixed, immovable target. Thus, in melee, the priest receives only two attacks per round (one with each arm hammer), all against a single opponent. Each attack strikes with a -3 penalty to hit and inflicts only 1d8 points of damage, as most hits with these cumbersome weapons are merely glancing blows. On a natural roll of 20, the priest con­nects solidly for 2d10 points of damage.
The spell can be ended at any time by the casting priest. Each turn, the caster must make a successful Constitution check. Failure means the priest must make an additional Constitution check every round thereafter. If this Constitution check is failed at any point the priest must make a successful system shock survival roll or die from the exertion. If the system shock survival roll suc­ceeds, the spell ends immediately and the caster is ex­hausted – immediate and complete rest is required for at least 8 hours (not even walking is possible).
If an opponent casts shatter or a similar incantation on a priest employing arm hammers, the arm hammer spell effect ends immediately, and the priest suffers 2d8 points of damage. While under the effects of this spell, haste and slow spells have no effect on the spellcaster. Casting spells with somatic or material components is impossible while under the effects of this spell.
The material components of this spell are the priest's holy symbol and two miniature stone ham­mers carved from a single stone using only stone implements.
Notes: Granted by the Mulhorandi earth god Geb of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Powers & Pantheons
Category:Spells
Category:Spells from Priest's Spell Compendium