Invincible March (Spell)
- Level: Sorcerer/Wizard 9
- School: Abjuration
- Casting Time: Standard Action
- Components: V,S,M (A small iron or steel disc, carved to resemble 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 calling out the hard, bitten-off, guttural phrases of this spell, your body is flooded with nigh-invincible might. Your form becomes suffused with a shimmering embodiment of power, and you are empowered with amazing 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 are Immune to all damage, and you may walk directly through the spaces of enemy creatures.
- Any enemy creature whose space you Walk through must make a Reflex saving throw. If they fail this save, they suffer (Circle 9 damage): 1d6+3 points of damage per character level (max 25d6+75 at character level 25) as fracturing (physical, rare) damage, as your empowered 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 lava or death-energy fields, and you may ignore difficult or impeded 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.