Posted December 18, 2015
Spiritual Hammer has been implemented differently in different AD&D based games. Which implementation do you like the most?
Gold Box games: Thrown weapon, attacks at range and gets Strength bonus to damage (tested with Unlimited Adventures). Disappears when unequipped or when the battle ends (but can be cast before battle).
Dungeon Hack: Thrown weapon, attacks at range and returns. Can hit enemies on the return path, and can double hit if an enemy happens to move towards you immediately after being hit. Can dual wield spiritual hammers in this game. Sometimes, especially if you miss in a long corridor, the hammer might not return before the cooldown expires. (This would be equivalent to having the hammer not return before your next turn if the game were turn based.) Can be unequipped easily (unlike other magically created weapons), and can easily be equipped. Lasts a while when used.
Dark Sun: Shattered lands: Melee weapon, gets strength bonus. Can't be unequipped, but the spell can be cancelled any time.
Dark Sun: Wake of the Ravager: As before, but it goes in your ranged weapon slot (but is still only usable in melee). (Probably a bug.) (Can you get an extra melee attack this way?)
Baldur's Gate 1 and 2: Melee weapon, gets strength bonus. Can't be unequipped, and can't be cancelled.
Icewind Dale: Melee weapon, no strength bonus, but its range is comparable to that of ranged weapons. No penalty for attacking from melee (unlike true ranged weapons), but if you attack an enemy with an aura from a distance, you take damage. (In other words, throwing this hammer at a salamander will cause you to get hurt.) Also (non-EE), a Ranger/Cleric using this spell without a shield gets an extra attack, just as with other melee weapons. Can't unequip or cancel.
Temple of Elemental Evil: I believe the spell is actually a summon, making it very different from all other cRPG implementations of the spell which I am aware of (and more like the Mordenkainen's Sword of BG2 and DS: WotR).
So, how do *you* feel the spell out to behave in a cRPG? (Personally, I'd prefer it to be a ranged weapon that gets strength bonus, so that the spell is actually useful.)
Gold Box games: Thrown weapon, attacks at range and gets Strength bonus to damage (tested with Unlimited Adventures). Disappears when unequipped or when the battle ends (but can be cast before battle).
Dungeon Hack: Thrown weapon, attacks at range and returns. Can hit enemies on the return path, and can double hit if an enemy happens to move towards you immediately after being hit. Can dual wield spiritual hammers in this game. Sometimes, especially if you miss in a long corridor, the hammer might not return before the cooldown expires. (This would be equivalent to having the hammer not return before your next turn if the game were turn based.) Can be unequipped easily (unlike other magically created weapons), and can easily be equipped. Lasts a while when used.
Dark Sun: Shattered lands: Melee weapon, gets strength bonus. Can't be unequipped, but the spell can be cancelled any time.
Dark Sun: Wake of the Ravager: As before, but it goes in your ranged weapon slot (but is still only usable in melee). (Probably a bug.) (Can you get an extra melee attack this way?)
Baldur's Gate 1 and 2: Melee weapon, gets strength bonus. Can't be unequipped, and can't be cancelled.
Icewind Dale: Melee weapon, no strength bonus, but its range is comparable to that of ranged weapons. No penalty for attacking from melee (unlike true ranged weapons), but if you attack an enemy with an aura from a distance, you take damage. (In other words, throwing this hammer at a salamander will cause you to get hurt.) Also (non-EE), a Ranger/Cleric using this spell without a shield gets an extra attack, just as with other melee weapons. Can't unequip or cancel.
Temple of Elemental Evil: I believe the spell is actually a summon, making it very different from all other cRPG implementations of the spell which I am aware of (and more like the Mordenkainen's Sword of BG2 and DS: WotR).
So, how do *you* feel the spell out to behave in a cRPG? (Personally, I'd prefer it to be a ranged weapon that gets strength bonus, so that the spell is actually useful.)