You touch a willing creature, which can be yourself, causing both of their hands to transform into adamantine hammers. These hammers are considered Light for two weapon fighting, and magical for the purposes of overcoming Resistance and Immunity to nonmagical attacks. The creature can choose to either use your spellcasting ability modifier or its Strength modifier for the attack and damage rolls for these hammers. The creature is proficient with these hammers. These hammers deal magical Bludgeoning damage equal to 1d8 plus your spellcasting ability modifier or its Strength modifier (creature’s choice). These hammers deal double damage to nonmagical objects and structures. Until the spell ends, the creature can use a bonus action to revert the hammers back into their normal hands or transform them into the hammers. While the creature’s hands are transformed into hammers, they can not produce Somatic components for spells and they can not manipulate or activate any items that require hands.
At Higher Levels. When you cast this spell using a spell slot of 4th–Level or higher, the magical Bludgeoning damage increases by 1d8 and the duration increases by one hour for each slot level above 3rd–Level.
Previous Versions
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1/7/2025 9:00:38 PM
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5/28/2025 6:33:04 PM
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