Blood Rage
- SchoolEnchantment/Charm
- SphereCombat
- ComponentsV, S, M
- Range10 yards
- AreaOne creature
- Casting time7
- DurationSpecial
- SaveNeg.
Powers & Pantheons Version
This spell imbues a living, sentient being with the battle rage and blood lust of a berserker. Although it can be cast on the spellcaster or his allies, many priests of the Reaver enjoy surreptitiously casting this spell on an opponent in a group of his friends and then quietly leaving the scene. All attacks by the target creature are made in a mad frenzy with no thought to tactics, personal risk, or the consequences of any action. Unlike a true berserker, the target of a blood rage spell has no ability to tell friend from foe. While under this spell's effects, a creature frenetically attempts to shed the blood of any being it encounters, moving from one opponent to the next based on proximity and noticeability. (For example, the target of a blood rage spell would ignore a pixie 5 feet away in lieu of attacking an ogre 10 feet away, but if the ogre was 50 feet away, the pixie would be attacked first.) Aside from the situations mentioned below, a blood rage spell ends only when the target goes three continuous rounds without a warm-blooded creature within 50 yards to attack.
While in a blood rage, beings have phenomenal resistance to pain and some forms of magic. They are immune to the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, and similar incantations. They are immune to the clerical spells command, charm person or mammal, enthrall, cloak of bravery, symbol, and similar magics. They receive a +4 bonus to saving throws against the wizard spells blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, and confusion, and the clerical spells hold person and hold animal. The emotion spell has no effect unless the fear result is chosen. In that case, if enraged beings successfully save vs. spells, they are unaffected, but if they fail, the blood rage spell immediately ends. The effects of a finger of death spell, whether the saving throw is successful or not, are delayed until the blood rage ends. In addition, while in a blood rage, beings receive a + 1 bonus to their attack rolls, a + 3 bonus to damage, and 5 phantom hit points that are subtracted first when damage is suffered (and then disappear when the spell ends if not used).
Entering a blood rage has numerous disadvantages as well: Targets of this spell have no real sense of how much damage is being taken. (The DM keeps track of how many hit points a being has left, not any player.) They cannot use ranged weapon and cannot cake cover from ranged missile fire. Spells such as bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, and regenerate are delayed from taking effect until after the blood rage ends. The taunt spell is automatically successful. And at the blood rage's conclusion , its targets automatically suffer from complete exhaustion — an effect identical to chat of a ray of enfeeblement spell.
Unwilling targets are unaffected by the spell if they succeed at a saving throw vs. spell. The spell can be dispelled prematurely with a successful dispel magic or a successful spell or spell-like effect that removes mind-affecting magics. This spell has no effect on berserk berserkers, enraged dwarf battleragers, berserk bloodreavers, or other blood-crazed warriors who have already entered a state similar to that created by this spell.
The material components for this spell are a bloodstone or pieces of bloodstone and the priest's holy symbol.
Priest's Spell Compendium Version
This spell imbues a living, sentient being with the battle rage and blood lust of a berserker. Although it can be cast on the spellcaster or his allies, many priests of the Reaver enjoy surreptitiously casting this spell on an opponent in a group of his friends and then quietly leaving the scene. All attacks by the target creature are made in a mad frenzy with no thought to tactics, personal risk, or the consequences of any action. Unlike a true berserker, the subject of a blood rage spell has no ability to tell friend from foe. While under this spell's effects, a creature frenetically attempts to shed the blood of any being it encounters, moving from one opponent to the next based on proximity and noticeability. (For example, the target of a blood rage spell would ignore a pixie 5 feet away in lieu of attacking an ogre 10 feet away, but if the ogre was 50 feet away, the pixie would be attacked first.) Aside from the situations mentioned below, a blood rage spell ends only when the subject goes three continuous rounds without a warm-blooded creature within 50 yards to attack.
Those in a blood rage receive a +1 bonus to attack rolls, a +3 bonus to damage, and 5 bonus hit points that are subtracted first when damage is suffered (and disappear when the spell ends if not used). While in a blood rage, beings have phenomenal resistance to pain and some forms of magic. They are immune to the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, and similar incantations. They are immune to the priest spells command, charm person or mammal, enthrall, cloak of bravery, symbol, and similar magics. They receive a +4 bonus to saving throws against the wizard spells blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, and confusion, and the priest spells hold person and hold animal. The emotion spell has no effect unless the fear result is chosen. In that case, enraged beings that successfully save vs. spell are unaffected, but those who fail recover from the blood rage spell immediately. The effects of a finger of death spell, whether the saving throw is successful or not, are delayed until the blood rage ends.
Entering a blood rage has numerous disadvantages as well: Those affected have no real sense of how much damage they have taken (the DM keeps track of hit points, not any player). They cannot use ranged weapons and cannot take cover from ranged missile fire. Spells such as bless, cure light wounds, aid, cure serious wounds, cum critical wounds, heal, and regenerate are delayed from taking effect until after the blood rage ends. The taunt spell is automatically successful. At the blood rage's conclusion, the subject automatically suffers from exhaustion – an effect identical to that of a ray of enfeeblement spell.
An unwilling creature is unaffected by the blood rage spell if a saving throw vs. spell is successful. The spell can be dispelled prematurely with a successful dispel magic or a spell or spell-like effect that removes mind-affecting magics. The blood rage spell has no effect on berserk berserkers, enraged dwarf battleragers, berserk bloodreavers, or other blood-crazed warriors who have already entered a state similar to that created by this spell.
The material components for this spell are a bloodstone or pieces of bloodstone and the priest's holy symbol.
Notes: Granted by Garagos the Reaver, a war god of the Forgotten Realms setting.
Sources: Powers & Pantheons · Priest's Spell Compendium