Enrage

Sudden Furry

“I knew even then the insult was trivial, yet some monstrous part of me desired blood for it nonetheless.”
— The Iron Court of Vhalis, Act IV, Scene III
Hatred usually requires time.   An insult remembered too long. Humiliation left unresolved. Grief searching desperately for someone to blame. Most rage grows slowly through repetition until anger becomes easier to sustain than reason.   Enrage skips directly to the ending.   The spell floods its victim with irrational fury focused entirely upon another nearby creature, transforming irritation, rivalry, suspicion, or even harmless familiarity into overwhelming emotional provocation. The chosen target suddenly becomes unbearable to tolerate. Every movement appears insulting. Every success feels mocking. Every word sounds sharpened with hidden contempt whether spoken or not.   The afflicted creature does not merely become angry.   It becomes emotionally trapped.   Attention narrows around the chosen target almost immediately. Tactical judgment deteriorates beneath personal fixation. Other threats begin feeling secondary or irrelevant because the mind continually circles back toward the unbearable presence of the person now provoking supernatural resentment.   Witnesses often describe affected creatures behaving like people in the middle of deeply personal arguments nobody else understands.   A mercenary abandons formation discipline simply to pursue one enemy through chaos. A noble interrupts political negotiations to scream accusations at a rival who has said almost nothing. Duelists ignore obvious battlefield dangers because pride and fury eclipse survival instinct entirely.   The spell’s compulsion toward pursuit reflects this perfectly.   Whenever the chosen target succeeds visibly, whether through violence, skill, confidence, or simple competence, the victim feels fresh surges of humiliating frustration powerful enough to override caution instinctively. Reactions become emotional rather than strategic. Rage closes distance before judgment can intervene.   Bards discovered the enchantment independently in courts, theaters, and political circles long before battlefield use became common. Social environments already overflowing with pride and rivalry proved fertile ground for weaponized fury. One whispered spell could transform tense diplomacy into public violence within moments.   Naturally, rulers became terrified of it.   Several wars allegedly began after magically intensified confrontations between officials escalated beyond recovery. Assassinations, duels, riots, and broken alliances all followed incidents where tempers seemed to ignite unnaturally fast around specific individuals.   Proving magical influence afterward remained nearly impossible.   Warlocks tend to produce especially frightening variations. Under eldritch influence, the victim’s fury acquires obsessive emotional gravity bordering on mania. The chosen target dominates perception completely, becoming less a person and more the embodiment of everything intolerable in existence for the spell’s duration.   Some survivors later struggle to explain why they became so furious at all.   Only that the anger felt righteous while it lasted.   Sorcerers often cast Enrage impulsively during emotional conflict, which has led to countless disasters among inexperienced practitioners. Unlike more obviously destructive magic, the spell feels deceptively subtle until violence begins spreading outward through frightened crowds and escalating retaliation.   Because rage is contagious.   One screaming confrontation becomes ten very quickly.   The enchantment’s greatest cruelty may be its plausibility. Victims rarely realize magic influenced them afterward because the anger itself feels emotionally authentic. People already possess enormous reservoirs of frustration, resentment, insecurity, and aggression waiting for direction. The spell merely focuses existing emotional volatility toward a chosen target with supernatural intensity.   This makes guilt afterward particularly severe.   A soldier remembers trying to kill an ally over a minor insult. A father nearly strikes his own son during an argument that should have remained harmless. Lovers destroy relationships in moments of magically accelerated fury they cannot fully explain afterward.   The spell ends.   The consequences rarely do.   Among duelists and political advisors alike, one warning accompanies the enchantment consistently.   Fear makes enemies retreat.   Hatred makes them follow you anywhere.

“The captain forgot the battle entirely the moment the ambassador smiled at him.”
— Survivor account from the Red Harbor Negotiations
Related Discipline
Level

Unknown Shores

Enrage

3-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You inflame one creature you can see within range with irrational fury toward another creature you can also see within range. The target must succeed on a Wisdom saving throw or become consumed by supernatural rage toward the second creature for the duration.   The second creature is unaffected by this spell and is unaware of it.   While affected, the target regards the second creature as hostile and provoking. The target has disadvantage on attack rolls against creatures other than the second creature, and it can't willingly move farther away from the second creature while it can see it.   In addition, whenever the second creature deals damage to the target or succeeds on an attack roll, ability check, or saving throw that the target can see, the target must succeed on a Wisdom saving throw or use its reaction, if available, to move up to its speed toward the second creature.   At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a success.
Available for: Bard, Sorcerer, Warlock, Wizard

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