Berserk (Priest Spell)

When a berserk spell is cast upon a group of warriors, they change into the shapes of bears. Although they retain the hands and eyes of men and continue to wield weapons in this state, they lose all fear of death and enter a killing rage They must attack any enemy they see and cannot be given orders. Thus, any hope of coordinating an attack is completely lost. Due to their blind rage, they suffer a -4 modifier on ability checks involv­ing Intelligence, Wisdom, or Charisma, but receive a +2 bonus to all saving throws vs. spell.
While the spell lasts, the warriors are immune to the following priest spells: charm person or mammal, all spells in the Charm sphere, protection from evil, protection from evil, 10' radius, and dispel evil. They are also immune to the following wizard spells: protection from evil, protection front evil, W radius, repulsion, all spells in enchant­ment/charm school, and all spells in the illusion/phantasm school.
Warriors under the influence of a berserk spell, receive a +4 adjustment to their Strength score, with the accompanying modifiers to their attack and damage rolls, and their AC is modified by a +2 (so that, for example, AC 4 becomes AC 2). A berserk spell frees the warriors from having to make a morale check, and renders them immune to fire damage.
Warriors who die while under the influence of a berserk spell are assured of a place in Valhalla. This spell can only be cast on fighters, and only if they are willing recipients.
Notes: Restricted to priests from a Norse cul­ture; rare.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells