Spells / Chaos Hammer

Chaos Hammer

evocation chaotic
LevelCleric 4, Inquisitor 4, Oracle 4, Warpriest 4Casting time1 standard actionRangemedium (100 ft. + 10 ft./level)Area20-ft.-radius burstDurationinstantaneous (1d6 rounds); see textSaving throwWill partial; see textComponentsV, S

Engine mechanics - what the game actually does

Damage1 d8untypedWill save negates

1d8 (max 5d8) untyped, Will partial

Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.

Description

You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.