Madness in the Mind (3.5e Maneuver)

Sanity is for the weak, so insanity must make you strong!

You send yourself into a terrible rage, but loose track of friend and foe in the process. For 3 rounds you gain +6 morale bonus to strength, 3 temporary hp per initiator level, and +3 morale bonus on all saves. Any compulsion effects are suppressed as if you were under protection from evil for the duration. You are under the same restrictions on actions as a barbarian in rage, plus you cannot do anything but attack or move in search of the opponent for the duration. You may use maneuvers, so long as they are from the Amaranth Eclipse, Domestic Tarrasque, Iron Heart, Stone Dragon, Tiger Claw, or Wild Moon disciplines, and you may retain any stances you were in when you initiated this maneuver. You lose sight of friend and foe, and must attack the nearest creature to the best of their ability, or the creature which attacked them last.

If you are struck with a mind-affecting effect during the duration, the enemy caster takes 1d6 points of damage per spell level as backlash damage for contacting your distorted raging mind.

You must resist any ally spells and effects as if they were hostile. At the end of the duration, you are fatigued for 1 round.