You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.
This ability cannot affect deaf creatures.End condition:At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends.On fail:Targets become frightened.
While frenzied, you will not leave combat willingly and are inept at not killing anyone who opposes you. This includes anyone who tries to stop you through actions or words. You are also resistant to being frightened.
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.If proficient:You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes.If fluent:In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.