You touch a willing creature, helping them embrace the maddening nature of the world. The creature is gripped by madness for 1 minute. On each of its turns affected by this madness, the creature must use its action to make melee weapon attacks at the nearest creature to it, moving up to its movement speed to do so. If no such creature exists, the creature instead targets itself with these attacks. However, while in this madness, the creature has advantage on all attack rolls and it is immune to effects that would make it charmed.
At the end of each of its turns, the affected creature can make a Wisdom saving throw, ending the madness and the spell on a success. The creature can choose to fail this saving throw.
Within every mind is an unending urge to submit to the chaos of reality, to give in to nature. While many minds ignore or resist this urge, some are able to will themselves into this state of acceptance, entering a euphoric state of "absolution."
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