Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect

You surround yourself with a psychic aura that drives
creatures within 20 feet (Radius) of you into a violent frenzy. A
creature inside the aura or that enters the aura must
succeed on a Wisdom saving throw or be overcome with
rage. A creature overcome with rage must take its next
action to attack the nearest possible target —if more than
one target is available, choose randomly. The creature
uses a melee weapon if it has one; otherwise, it attacks
with any other offensive ability it possesses. If an affected
creature leaves the aura, the aura’s effect persists for 1
round afterward. A creature affected by the aura makes a
new saving throw at the start of each of its turns, ending
the effect on itself on a success. Once a creature makes a
successful save, that creature cannot be affected again by
the same aura.
If a creature affected by your aura hits you with an attack
that targets you, the creature takes 4d8 psychic damage.

At Higher Levels: When you cast this spell using a spell
slot of 7th level or higher, creatures that leave the aura
remain under the effect of the spell for 1 additional round
for each slot level above 6th. Also, the damage an affected
creature takes from striking you increases by 2d8 for
each slot level above 6th.

Available For: Warlock (Legacy) Wizard (Legacy)

Zesal_Aleanath

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