Raging Aura (3.5e Spell)

The caster may only cast this spell when their current amount of hit points are less than 10% of their maximum hit points. This spell causes the caster to lose all spells per day. The caster restores all hit points and gains temporary hit points equal to their current maximum hit points value. While emitting a Raging Aura, the caster gains a +4 bonus to Strength, a +4 bonus to Constitution, and suffers -5 to AC. All unarmed attacks made by the caster deal an additional 1 point of damage for every 3 caster levels and gains a +1 attack bonus for every 5 caster levels. In addition, the caster gains access to the Raging Aura Mystery Attack. The caster suffers an additional 1d6 points of damage each time they are dealt damage. When the caster has completed his round, he suffers 1d6+2 damage due to strain. Unlike a Barbarian's rage, the caster of a Raging Aura spell may still attempt any and all actions. However, while in a Raging Aura, the caster experiences a -5 penalty to all Dexterity, Intelligence, Wisdom, and Charisma based skills. When the Raging Aura ends, the caster must succeed in a Fortitude save with a DC equal to the number of rounds the caster had been in a Raging Aura + the casters caster level. If the Fortitude save is not met, the caster has his hit points reduced to 1 and loses consciousness. If the caster succeeds, then his hit points return to the value they were at before the Raging Aura, his Strength and Constitution scores become 1 for one hour and are dazed for 1d4 rounds.

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This page is of questionable balance. Reason: Poor design, needlessly complicated. For example, gains a Strength bonus and a bonus to damage and attack rolls: only one of these is needed since the former already provides the latter. Has a random effect each turn, but some of the effects last more than one round.


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Raging Aura
Enchantment
Level: Ki Master 8
Components: V, S
Casting time: 1 standard action
Area: You
Duration: 1 round/caster level + Base CON Modifier
Saving Throw: No
Spell Resistance: No

Raging Aura Mystery Attack: This special ability may be used once per round as a free action. When used, roll a d6 to determine the effect.

1: The user unleashes a devastating kick. The attack deals 1d8 points of melee damage per STR modifier.

2: The user gains damage reduction 50/+5 for 1d4 rounds, and takes no damage from strain for 1d4 rounds. The additional damage taken when dealt damage still applies, even if the damage dealt is 0.

3: The user gains Regeneration 10 for 1d4+2 rounds.

4: The user gains the ability of flight for 1d4+2 rounds and a 50ft. Movement Speed bonus on land and in the air for the same number of rounds.

5: The user conjures a large spear of ki energy. The user must make a successful ranged touch attack. However, a Fortitude save of 10 + half the users class level + the users Wisdom modifier will negate the attack. When the spear makes contact with the target, it begins to drive itself in, seeming to pierce straight through, but instead it fuses with the target. Once the spear is one with the target attacks from within. All organs are destroyed and the spear explodes, causing damage as per the Disintegrate spell. The target dies and is entirely destroyed. This attack does not kill undead creatures or creatures that do not possess vital organs. Instead, this attack deals 1d12+2 typeless magic damage per caster level (max 5d12+10), and the spear does not explode but dissolves instead.

Range:20ft.+5ft./level Explosion radius:20ft. Targets within this area are entitled to a REF save of 10 for half damage. 1d12 damage. Save: Fort negates Spell Resistance: No

6: No effect.

Each of these effects may only be used once during a Raging Aura. If an already used effect is rolled, then re-roll.


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