Blood Rage
This spell imbues a living, sentient being with the battle rage and blood lust
of a berserker. Although it can be cast on the spellcaster or his allies, many
priests of the Reaver enjoy surreptitiously casting this spell on an opponent
in a group of his friends and then quietly leaving the scene. All attacks by
the target creature are made in a mad frenzy with no thought to tactics, personal risk, or the consequences of any action. Unlike a true berserker, the
target of a blood rage spell has no ability to tell friend from foe. While under
this spell's effects, a creature frenetically attempts to shed the blood of any
being it encounters, moving from one opponent to the next based on proximity and noticeability. (For example, target of a blood rage spell would
ignore a pixie 5 feet away in lieu of attacking an ogre 10 feet away, but if the
ogre was 50 feet away, the pixie would be attacked first.) Aside from the situations mentioned below, a blood rage spell ends only when the target goes
three continuous rounds without a warm-blooded creature within 50 yards
to attack.
While in a blood rage, beings have phenomenal resistance to pain and
some forms of magic. They are immune to the wizard spells Charm Person,
Friends, Hypnotism, Sleep, Irritation, Ray of Enfeeblement, Scare, Geas, and similar
incantations. They are immune to the clerical spells Command, Charm Person or Mammal, Enthrall, Cloak of Bravery, Symbol, and similar magics. They receive a +4 bonus to saving throws against the wizard spells Blindness, Tasha's Uncontrollable Hideous Laughter, Hold Person, Charm Monster, and Confusion}, and
the clerical spells Hold Person and Hold Animal. The Emotion spell has no effect
unless the fear result is chosen. In that case, if enraged beings successfully
save vs. spells, they are unaffected, but if they fail, the blood rage spell immediately ends. The effects of a Finger of Death spell, whether the saving
throw is successful or not, are delayed until the blood rage ends. In addition,
while in a blood rage, beings receive a +1 bonus to their attack rolls, a +3
bonus to damage, and 5 phantom hit points that are subtracted first when
damage is suffered (and then disappear when the spell ends if not used).
Entering a blood rage has numerous disadvantages as well: Targets of this
spell have no real sense of how much damage is being taken. (The DM
keeps track of how many hit points a being has left, not any player.) They
cannot use ranged weapons and cannot take cover from ranged missile fire.
Spells such as Bless, Cure Light Wounds, Aid, Cure Serious Wounds, Cure Critical Wounds, Heal, and Regenerate are delayed from taking effect until after the
blood rage ends. The Taunt spell is automatically successful. And at the blood
rage's conclusion, its targets automatically suffer from complete exhaustion—an effect identical to that of a ray of enfeeblement spell.
Unwilling targets are unaffected by the spell if they succeed at a saving
throw vs. spell. The spell can be dispelled prematurely with a successful dispel magic or a successful spell or spell-like effect that removes mind-affecting magics. This spell has no effect on berserk berserkers, enraged dwarf
battleragers, berserk bloodreavers, or other blood-crazed warriors who have
already entered a state similar to that created by this spell.
[Powers & Pantheons]
Hextor
Sphere: Combat(Enchantment/Charm)
Level: 4
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
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