You hurl the wrapped gemstone on the ground and it erupts into a crimson blast of maddening, enraging energy. Each creature within 60 feet of you that is not behind total cover, other than you, must make a Wisdom saving throw. Creatures with immunity to being charmed have advantage on this saving throw. On a failed save, a creature becomes amok for 1 minute and also takes 6d6 psychic damage. On a successful save a creature takes half as much damage and isn't made amok. While a creature is amok, they must use their movement and action to move towards and attack the nearest creature, using a melee attack if possible. If a creature can attack using its bonus action, it must also use its bonus action to attack the nearest creature. In addition, an amok creature has advantage on Strength (Athletics) checks and Strength saving throws, is immune to the charmed and frightened conditions (if such conditions are already present, they are suppressed for the spell's duration) its melee weapons deal an additional die of the weapon's damage on a hit, and it cannot cast or concentrate on spells, except for spells that involve making an attack roll.
If an amok creature spends a full round without attacking or taking damage, it repeats the saving throw, ending the effect on itself early on a success.
* - (A ruby worth at least 200 GP, wrapped in a blood soaked cloth, which the spell consumes)Previous Versions
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