Hysteria

School: NecromancyLevel 4 Wizard, Sorcerer, Cleric, Oracle, WitchCasting Time: Standard ActionComponents: V SRange: ShortTarget: One creatureDuration: 1 round per levelSaving Throw: FortitudeSpell Resistance: Yes
By casting this spell, the caster attempts to send the target into an adrenaline fueled frenzy as theyfight for their lives. Upon casting this spell on a target, the caster must first successfully roll aranged touch attack against them. If the spell hits the target, they must immediately roll aFortitude save against the spell. If the target fails their save, the spell immediately causes anumber of lacerations and bleeding wounds to open on the target and aggravates any alreadypresent wounds causing 3d8 damage. The effect of the spell also sends the target into a bloodfrenzy, causing them to lash out against targets in an attempt to save their own lives. Thishysterical rage grants the target +2 Strength and Constitution and a -2 Armor Class. The bonusand penalty increases by +2 for every 5 caster levels to a maximum of +6 Strength andConstitution and -6 Armor Class. The supernatural effect of the wounds also allows the target tomake 1 additional melee attack at their highest bonus whenever they engage in a full attackaction [this bonus attack only occurs on a full attack action]. The target is unable to dealprecision damage, cast spells, make ranged attacks or use any abilities requiring concentration,and must engage a target in melee each round of the effect unless they succeed a Willpowercheck [must be made each round the spell is in effect]. The targets engaged in melee may be anytarget, friend or foe, but the affected creature always engages obvious enemies first. While underthe effects of this spell, the target is subject to receive bleed damage for every action they makein a round due to the aggravation of the wounds. Immediate and Swift actions cause the target tosuffer 1d3 damage. Move actions and Standard actions cause the target to suffer 1d6 bleeddamage. Full attack actions deal 2d6 damage. Any combination of actions results in cumulativebleed damage to the target [ie if the target moved and then attacked they would receive 2d6 bleeddamage]. If the target made their Willpower save at the beginning of their turn they may chooseto take no action and thus receive no bleed damage.
If the target successfully rolled their initial Fortitude save, then they only receive ½ of the initial3d8 damage but must endure none of the other effects of the spell. If the target receives aHealing spell, it purges the effects of this spell and ends it [normal Heal checks, however, willnot]. The target must be able to bleed [ie undead, elementals and constructs are immune to thisspell]. The duration may be ended voluntarily by the caster at any time. If the target is willing toreceive the effects of the spell, then there is no Fortitude saving throw against it. They may,however, attempt a Willpower roll each turn still to govern their actions.