20 Divine, 11 Occult, 11 Arcane - 2 Attunement Slot
Available Casts: 5
Action Point Cost: 0 AP
Range/Area: Melee Attack
Components: V, S, C - A Hammer, or Greathammer
Duration: Instant
Magic Attribute: Divine
Attack/Save: Strength Save
When you make an attack with a Hammer or Greathammer, you can cast this spell for 0 AP. If the attack hits, the target creature takes an additional 3d6+DIV Bludgeoning damage, and must succeed a Strength saving throw or be knocked Prone. A 15 foot cone shockwave blasts out of the targeted creature, forcing creatures in it to make a Strength saving throw. On a failed save, creatures take 1d6+DIV Bludgeoning damage and are pushed up to 10 feet away. Objects in the area are also pushed in this way. This spell deals double damage to objects, structures, emplacements, etc.
The Hammer of Glory is long lost, but the legend of its power lives on in this spell’s tale.