Scarlet Upgrade: Blood Rage
Prerequisite(s): 6th level sanguine sorcerer, able to cast Blood Rage
Benefit(s): Apply the following modification(s) to your Blood Rage spell:
1) Blood Rage is treated as a Scarlet Spell.
2) "School: enchantment (compulsion) [mind-affecting]" becomes "School: transmutation [blood]".
3) "Casting Time: 1 standard action" becomes "Casting Time: 1 swift action".
4) "Components: V, S, M (a drop of blood from each creature to be affected)" becomes "Components: V, S, M (a vial of blood worth 1 gp)".
5) "Range: close (25 ft. + 5 ft./2 levels)" becomes "Range: personal".
6) "Target: one willing living creature per 2 levels, no two of which may be more than 30 ft. apart" becomes "Target: self".
7) "Duration: 1 round/level" becomes "Duration: variable".
8) "Saving Throw: Will negates (harmless)" becomes "Saving Throw: none".
9) "Spell Resistance: yes (harmless)" becomes "Spell Resistance: no".
10) The effect of Blood Rage becomes: "For every 10 points of hitpoint damage that you take (excluding damage that you deal to yourself via Blood Magic or Crimson Concentration), you gain a stacking +2 morale bonus to your Strength score (up to a maximum of +10). Additionally, while you are subject to the effect of Blood Scent, you gain the keen scent ability, however, you can only use it to detect beings that are injured."
11) "If you cast Blood Rage while your current hitpoint total is less than 50% of your maximum hitpoint total (rounded up), its duration is 2 rounds/level. Otherwise, its duration is 1 round/level." is added to Blood Rage.
FAQ
Q: What does "injured" mean?
A: Injured is a term that refers to a being whose current hitpoint total is less than their maximum hitpoint total.