Battering Ram (Spell)
- Level: Sorcerer/Wizard 9
- School: Abjuration
- Casting Time: Standard Action
- Components: V, S, M (A tiny bit of rock, wood, or metal, carved into a symbolic ram's head, worth 1 gp.)
- Range: Close (25 ft. + 5 ft./two lvls)
- Target or Area: one target creature
- Duration: Until the end of the current encounter (only castable during combat)
- Saving Throw: Fortitude partial
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- You strongly sound out the wordless exclamations of this spell, pumping a fist in the direction of your target. When the spell concludes, a massive magical representation of a charging ram, head and battering horns lowered truculently, appears in an open square next to your space. This eldritch beast is size Medium and appears powerfully made of steel, stone, and wood. At your command, this ram dashes forth toward your target.
- As it moves, this ram may trace any path you wish (it has move sufficient to reach any square in range from any direction, once) that does not pass through a blocked, occupied, or impeded square, and may move in the air, water, or other liquid or gaseous medium without hindrance. As it moves it is real, and provokes attacks of opportunity, but it can only be harmed by siege damage, with Sunders rolled against the Caster's Maneuver Defense, and has a Durability equal to the spell level. If its Durability is reduced to zero or less before it arrives at its target, the spell is ended to no further effect.
- When it arrives at the targets space, in any valid direction that the Caster wishes, the Ram smashes into the creature and is dashed to pieces. The caster rolls a Bull Rush attempt against the target, using their Caster Check against the targets Maneuver Defense. If the Bull Rush is successful, the target is Pushed a number of squares as the result indicates. If it is moved one square, it suffers (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16) of Obliteration (physical, rare) damage. For every square above 1 it is moved, the Circle increases by 1, to the maximum Circle the caster's level can support. If desired, this spell may be Mana Burned to raise the minimum Circle. The target is allowed a saving throw, as described above, to reduce the damage by half, but this save does not lower the forced movement.
- If it desires, the target may fall Prone at any time, which ends the forced movement and counts as if they automatically made their saving throw against the damage.
- Lastly, the debris from the Ram does not vanish, and instead falls in a dense tangle of steel and stone and jagged wood in the square where it smashed into its target. This debris does not follow a successfully Bull Rushed target. This debris creates a single square of Impeded Terrain that lasts until the end of the combat, then fades away.