Berserk (V7)

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Berserk (Ability)

Materials

A red headband or armband.

Incantation and gestures:

You may choose to go Berserk at any point on an eligible life by tying on the red band and announcing your Berserk state.

Effect; While Berserk you gain the following traits:

  • Natural Armor (V7): 2 points on all hit locations.
  • Strong (V7): Melee Weapons become Red. Melee weapons that are already Red do an extra point of damage to armor for a total of three.
  • Rage (V7): Weapons used while berserk must be over two feet in length. Players may not cast magic, use projectiles, shields, hinged weapons, or activate class abilities (except Berserk).
  • Armor worn is considered destroyed, and cannot be used while berserk. You may not retreat from combat unless facing odds of at least 5:1, monsters with a Q/M Ratio|ratio of 5:1 or greater, or a Wizard (V7), Healer (V7), Druid (V7), or Bard (V7).

Who gets it?

Barbarians at 1st Level.

Monsters who go berserk!


Berserk Spell (E, Sorcery)

Materials

Enchantment cloth, Red Head Band.

Incantation

Touch target, repeat x2 "The anger builds within thy veins No longer shall thou keep it caged Thine enemies shall feel the pain Thy Crimson visaged berserk rage!"

Place cloth and red headband clearly visible on target.

Effect

Player gains all the abilities and restrictions listed for the Berserk (V7) ability for the duration of the life enchanted. May not return to "normal" until the enchantment is removed by magic or death.

Limitations

Player does not gain Fight After Death (V7) unless they may normally do so while berserk (3rd level or higher Barbarians (V7)). May not be used on players who are already berserk.

Notes

This is the only enchantment that can be cast on barbarians. Each player can have this cast on them only once each game.

Who gets it?

A 4th level Bard (V7) spell.