Level
9th
Casting Time
1 Hour Ritual
Range/Area
Unlimited ()
Components
V, S, M *
Duration
Concentration 24 Hours
School
Enchantment
Attack/Save
None
Damage/Effect
Charmed

You attempt to awaken the savage nature within all those caught within the magic circle. All targets must make a Wisdom saving throw against your spell save DC or be charmed for the duration. While a creature is charmed, they are compelled to attack the nearest creature as if they were their greatest enemy, with reckless abandon. A creature may attempt the saving throw again if they kill another creature or have half of their remaining hit points reduced by half since the last saving throw attempt. If a creature loses half of their remaining hit points in a single attack/spell effect while under the effect of this spell, they take a level of exhaustion. Any creature who succeeds on the saving throw is immune to this effect forever after, but remembers clearly what they did under the effect.

* - (A magic circle drawn in mortal blood)

Spell Tags: Charmed

Available For: Bard (Legacy) - College of Whispers Sorcerer (Legacy) - Aberrant Mind (Legacy) Warlock (Legacy) - The Fiend (Legacy) Warlock (Legacy) - The Great Old One (Legacy) Warlock (Legacy) - The Undead (Legacy) Wizard (Legacy) - School of Enchantment (Legacy) Wizard (Legacy) - School of Necromancy (Legacy) Wizard (Legacy) - Blood Magic

cjragains

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