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)
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
Comments