Berserkergang! yet another Cleric Spell.
Duration: One Battle
Saving Throw: None.
Area of Effect: Self.
The Supplicant and 3 doughty warriors from his/her culture must head out into the wilderness (this as much for the tribe’s/clan’s/village’s safety as anything else). The three warriors will take positions forming the points of a broad, equilateral triangle with the Supplicant in the center. After a long silence, the warriors must begin to blow their battle-horns or pound upon their great war-drums in an unceasing cacophony. The Supplicant then will attempt to enter a state of pure battle-frenzy, a place of shear action and absolute rage. Supplicants often scream, hyperventilate, and wildly lay about them with spear, axe, or sword. (It takes [3d20 + Wis Modifier] minutes and a failed Saving Throw vs. Spell to enter this state of frenzy. Succeeding in the Saving Throw, requires another 1d20 minutes and another attempted Saving Throw failure. Drinking alcohol to excess reduces the time needed by 1d20 min. Ingesting hallucinogenic substances also reduces the time needed by 1d20 min and negates the need to fail a Saving Throw. [Drinking mead steeped in psychotropic mushrooms reduces the time needed to frenzy down to 1d20 + Wisdom Modifier minutes).
After the frenzy is entered, the Supplicant is (usually from a distance) anointed in the blood of a predator he/she has killed. Enemy warriors definitely count as predators. The Supplicant must then be choked or beaten unconscious. (That’s why the warriors need to be doughty.) If this is not accomplished within an hour or so, the Supplicant will never be able leave the battle-frenzy. Some claim that the Supplicant will slowly morph into a raging beast with the head of whatever animal’s blood he/she was anointed in. (Which would explain the prevalence of bear-headed ogres in the northern wastes).
When a character enters into the Berserkergang, his/her consciousness is consumed entirely by adrenaline-soaked bloodlust. He/she will feel absolutely no pain. He/she will be capable of great feats of strength and stunning displays of violence.
While in a berserk state, characters receive a +1 to hit and +4 to damage. They are also considered to have an additional +1 modifier to their Strength scores for performing actions such as busting down doors, lifting portcullises, and throwing big ass rocks at folks. Additionally they receive no damage as they are hit by enemies. The DM instead notes what damage is to be rolled. (Damage from extreme things like having a boulder dropped on your head or falling into a vat of anti-matter should be rolled immediately. Berserkers aren’t actually invincible.) Berserk characters cannot be healed magically. Finally, Berserk characters receive a +4 to saves against calming or mind-affecting spells (such as Sleep or Feeblemind).
The character cannot exit from the berserk state until the current battle is over. The battle is not considered to be over until all enemies have been slain or are completely out of sight. Once the battle is done, the DM will then roll all damage done to the Berserker at once plus an additional 1d6. The Berserker is probably now dead. C’est la vie. Well, c'était la vie.