Dire Rage (Companion)

School transmutation; Level druid 3/ranger 2


Casting Time 1 standard action
Components V, S, M


Range touch
Target animal companion
Duration 1 round/level (D)
Saving Throw Will Negates (harmless); Spell Resistance yes


You tap into the unbridled primeval heritage that dwells deep within the animal. Dire rage may be cast only on your companion creature. The animal takes on a feral appearance and its muscles throb with adrenaline.

Dire rage releases its prehistoric nature, imbuing the animal with ferocity and physical prowess. The animal temporarily gains a +6 bonus to Strength, a +6 bonus to Constitution, and a +3 morale bonus on Will saves, but it takes a –2 penalty to Armor Class for the duration of the spell. The increase in Constitution increases the animal’s hit points by 3 points per hit dice, but these hit points go away at the end of the spell when its Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While under the effects of dire rage, an animal cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Escape Artist, and Intimidate). When the spell ends, the animal reverts to normal and is considered fatigued as its body readjusts.

Section 15: Copyright Notice

Book of Lost Spells – Copyright 2015, Frog God Games, LLC

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