Armored March (Spell)

From Epic Path
Jump to: navigation, search
Level: Sorcerer/Wizard 6
School: Abjuration


Casting Time: Standard Action
Components: V,S,M (A small iron disk, carved into the likeness of a cart wheel, worth 1 gp.)


Range: Self
Target or Area: Self, and see below
Duration: Until the start of your next turn
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes


Upon speaking the ringing, metallic rhymes of this spell, your body is cloaked in armored might. Your form becomes protected by a powerfully gleaming suit of phantasmal armor, granting you well-protected powers of movement.
This empowerment lasts only for one move action, during which you must use your Walk speed to move. During this movement, you gain ER/- and DR /- equal to your character level plus the spell's level. While under the effects of this spell, you may walk directly through the spaces of up to one target creature, plus one per 15 character levels (drop fractions; max 3 at level 30).
Any enemy creature whose space you Walk through must make a Reflex saving throw. If they fail this save, they suffer (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16) as bludgeoning (physical, common) damage, as your armored form drives straight through them. If they make their save, they only suffer half damage.
You may not stop or end your movement inside the space of an enemy creature, and as soon as you finish your move, the power of the spell vanishes. You may 'backtrack', to pass through a creature more than once, but they are only susceptible to the damage inflicted once per casting. You may also use this spell to traverse hazardous squares, such as wading fearlessly through spikes or traps, and your damage resistance applies to any attacks of opportunity or any environmental hazards you may encounter. You may ignore difficult terrain. You may NOT pass through Blocked squares, however, and your passage does not clear a path for others.
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.