Charge of Darkness (3.5e Spell)

''You begin walking forward and begin to charge. Faster and faster you run, crossing the landscape as your target gets closer and closer, until you collide and bull rush your hapless foe into next week.''

You begin walking forward and begin to charge, increasing your move speed by 10 feet per caster level per round. If you reach 400 feet per round, you gain Mobility; at 900 feet per round, you cannot be targeted by physical attacks. You run across the landscape, ignoring small obstacles and passing around trees, over barriers equal to your size. You continue charging closer and closer until you reach the target, at which point you bull rush the target and are treated as if you had Improved Bull Rush.

The collision, however, is dangerous to both the target and the caster, as they both take bludgeoning damage equal to ([distance traveled/100 x d6).

The spell is only canceled if the caster enters a magic-canceling area, encounters a barrier which she can neither pass over/around, or is unable to reach the target by charging (target takes flight, gets on a boat, travels over a canyon, etc.). If the caster has the natural (non-magic) ability to fly, then she may use this on an airborne target. If the caster has the natural (non-magic) ability to swim, then she may use this a on water-bound target.

Example: Sarah the 18th level sorceress casts charge of darkness on a fleeing enemy 1450ft away. The target continues to run, unaware of her charge, gaining another 240 feet before Sarah engages him; the total distance traveled is 1690ft. Both Sarah and her target take 17d6 bludgeoning damage (rounding 1690 up to 1700); if both survive, Sarah applies both the bull rush and the attack of opportunity.