Nebulous
Legend
Here is Deadly Force Hammer from page 60 (non-errata pdf)
and the basic Force Hammer
Using the same spellcaster from above, my Spellcraft for the spell is +14 (no synergy bonus this time). Let's assume though that i use a material component, a small hammer, and get a +2 bonus so it's still +16. The casting time is now 1 minute, unless i have prepared the spell ahead of time (using the non-errata chart from Table 2-3). Now, to improve the spellcasting check, i can spend more time casting, which ups the casting time 1 degree to a 10 minute interval for a +2 bonus. So i'm up to +18 + 1d20 to hit DC 49 for a ranged touch attack at +1 to inflict 4d4 damage and suffer 1d8 + 7 subdual damage . I could have prepared this spell ahead of time and cast it in 1 standard action however, which would be a very good plan. If, for any reason though you lose consciousness, all prepared spells are lost.
If i REALLY wanted to get the spell off (assuming a non-prepared spell again) i can burn those 2 spell points and get a +20 bonus. So that's +36 +1d20 to hit DC 49 and suffer 3d8 +9 points subdual damage. Hit or miss. There is an optional rule that if you roll a natural 20 you can roll again and add that as well.
It IS hard trying to recreate basic spells, and maybe later on the combat abilities get better, but at least at this level i think they're going to want to shy away from any fighting.
Deadly Force Hammer
Spellcraft: DC 49; Component: V; Range: 50 ft.; Effect: Create a force hammer; Duration: Instantaneous; Saving Throw:None; Spell Resistance:Yes.
As force hammer, but targets struck take 4d4 points of damage.
Math: DC 10 base, +40 ft. (+4), nonlethal to lethal (+20), +3d4 (+15)
and the basic Force Hammer
Force Hammer
Spellcraft: DC 14; Component: V; Range: 50 ft.; Effect:
Creates a force hammer; Duration: Instantaneous; Saving
Throw:None; Spell Resistance:Yes.
You create a hammer of force. It can be used as a ranged
weapon with a base range of 10 feet. You must succeed on a
ranged touch attack to hit the target. If you succeed, you deal
1d4 points of nonlethal damage.
MathC 10 base, +40 ft. (+4).
Using the same spellcaster from above, my Spellcraft for the spell is +14 (no synergy bonus this time). Let's assume though that i use a material component, a small hammer, and get a +2 bonus so it's still +16. The casting time is now 1 minute, unless i have prepared the spell ahead of time (using the non-errata chart from Table 2-3). Now, to improve the spellcasting check, i can spend more time casting, which ups the casting time 1 degree to a 10 minute interval for a +2 bonus. So i'm up to +18 + 1d20 to hit DC 49 for a ranged touch attack at +1 to inflict 4d4 damage and suffer 1d8 + 7 subdual damage . I could have prepared this spell ahead of time and cast it in 1 standard action however, which would be a very good plan. If, for any reason though you lose consciousness, all prepared spells are lost.
If i REALLY wanted to get the spell off (assuming a non-prepared spell again) i can burn those 2 spell points and get a +20 bonus. So that's +36 +1d20 to hit DC 49 and suffer 3d8 +9 points subdual damage. Hit or miss. There is an optional rule that if you roll a natural 20 you can roll again and add that as well.
It IS hard trying to recreate basic spells, and maybe later on the combat abilities get better, but at least at this level i think they're going to want to shy away from any fighting.