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Owrtho
2013-09-01, 05:11 PM
So, guess who just logged on again after a few months. Have a mostly complete class as a distraction from that.

Anyway, this class started as a few fixes for UserShadow7989’s Dancer (http://www.giantitp.com/forums/showthread.php?t=140833) class, but quickly resulted in the changes overwhelming the original to the point it was pretty much it's own class. I'd also like to thank SnowFire (http://www.giantitp.com/forums/member.php?u=50535) and Selinia (http://www.giantitp.com/forums/member.php?u=51796) who helped with suggestions and balance for most of the process of creating this class. Even so, while the class is mostly complete, there may still be some changes in the future, such as for the last few levels which I somewhat ran out of ideas for, and more spelldances, which I also couldn't figure out ideas for (highest priority there being to add at least one for each elemental damage type). Anyway, let's get on to the actual class.



Dancer

“And those who were seen dancing were thought to be insane by those who could not hear the music.”
― Friedrich Nietzsche



Hit Dice: d6
Alignment: Any, though chaotic are most common.
Race: Any
Starting Gold: 4d6×10 gp (140 gp)
Starting Age: As Rogue

Skills: The dancer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility and royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Dance) (Dex)[See Practised Dancer below], Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points: 4 + Int modifier (times 4 at first level)


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSD*Ch*0th1st
1st
+0
+0
+2
+2Practised Dancer, Spells, Spelldance, Extended Dance, Conductor's Control, Fascinate, Grace (+1)
1
-
1
-
2nd
+1
+0
+3
+3Free Spirit, Charade, Fleet of Foot (+10 ft.)
1
-
1
1
3rd
+2
+1
+3
+3Abrupt Dance, Evasion, Unpredictable Movement
2
-
2
1
4th
+3
+1
+4
+4Calculated Steps, Grace (+2)
2
-
2
2
5th
+3
+1
+4
+4Encore, Graceful Recovery, Uncanny Dodge
3
-
3
2
6th
+4
+2
+5
+5Spotlight Stealer (30 ft.)
3
-
3
3
7th
+5
+2
+5
+5Two to Tango, Fleet of Foot (+20 ft.)
4
-
4
3
8th
+6/+1
+2
+6
+6Frenzied Dance (lesser), Grace (+3)
4
-
4
4
9th
+6/+1
+3
+6
+6Improved Uncanny Dodge, Spotlight Stealer (45 ft.)
5
-
5
4
10th
+7/+2
+3
+7
+7Conductor's Control, Improved Evasion, Smooth Transition
5
-
5
5
11th
+8/+3
+3
+7
+7Accompany
6
-
6
5
12th
+9/+4
+4
+8
+8Choreography, Fleet of Foot (+30 ft.), Spotlight Stealer (60 ft.), Grace (+4)
6
1
6
6
13th
+9/+4
+4
+8
+8All the World's a Stage (liquid moving)
7
1
7
6
14th
+10/+5
+4
+9
+9Freedom of Expression
7
2
7
7
15th
+11/+6/+1
+5
+9
+9All the World's a Stage (liquid still), Spotlight Stealer (75 ft.)
8
2
8
7
16th
+12/+7/+2
+5
+10
+10Advanced Choreography, Frenzied Dance (Greater), Grace (+5)
8
3
8
8
17th
+12/+7/+2
+5
+10
+10All the World's a Stage (walls moving), Fleet of Foot (+40 ft.)
9
3
9
8
18th
+13/+8/+3
+6
+11
+11All the World's a Stage (walls still), Spotlight Stealer (90 ft.)
9
4
9
9
19th
+14/+9/+4
+6
+11
+11All the World's a Stage (ceilings)
10
4
10
9
20th
+15/+10/+5
+6
+12
+12Unbound Spirit, Grace (+6)
10
5
10
10
SD*: Spelldances known
Ch*: Choreographed spelldances known

Weapon and Armor Proficiency
A dancer is proficient with all simple weapons, plus the flail, rapier, sap, shortbow, short sword, and whip. Dancers are proficient with light armor, bucklers, and light shields. A dancer can cast dancer spells while wearing light armor or using a buckler or light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a dancer wearing medium or heavy armor or using a heavy or tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass dancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Practised Dancer (Ex):
For a dancer, the art of dancing is a practised and technical skill. She treats perform (Dance) as a dexterity based skill rather than a charisma based skill. As a dexterity based skill, armour check penalties apply to it, and it cannot be used if her speed has been reduced by armor, excess equipment, or loot.

Spells
A dancer casts arcane spells, which are drawn from the bard spell list. She can cast any spell she knows without preparing it ahead of time. Every dancer spell has a somatic component (dancing), but ignores any verbal, material, or focus components. To learn or cast a spell, a dancer must have a Dexterity score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dancer’s spell is 10 + the spell level + the dancer’s Dexterity modifier.

Unlike other spellcaster, a dancer has no limit on the number of spells she can cast per day. Instead, to cast a spell she must use a standard action to make a Perform (Dance) check with DC of 10 + X where X is twice the number of level 1 spells she has cast previously that day (spells for which the perform check was failed to not count for this number). This action replaces the normal action that the spell would require. These rules do not apply to spells the dancer gains from other classes, nor are they counted for the number of spells cast previously in the day.

The dancer’s selection of spells is extremely limited. A dancer begins play knowing one 0-level spells of her choice. At odd dancer levels, she learns an additional 0-level spell, while at even dancer levels she learns an additional 1st-level spell. A dancer never learns any spells of a level greater than 1st from dancer levels. A high Dexterity score does not grant additional spells known.

As noted above, a dancer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she can match the Perform (Dance) DC.

Spelldance (Su)
Spelldances are performed by making a Perform (Dance) check (DC is specific to each dance) that uses a standard action and provokes an attack of opportunity. Each spelldance produces magical effects that can vary from strengthening the dancer's allies (and/or herself), to calling on the elements around the dancer, to calming the mind and soothing the soul. Unless otherwise noted, a spelldance lasts until the end of the dancer's first turn that she did not either begin performing it or extend it. During this time she is considered to be performing the spelldance. If the dancer is rendered unconscious or killed, the effects of any spelldances she is currently performing instantly end, though effects that last beyond the time of its performance persist. The dancer learns 1 spelldance at level 1, and an additional spelldance every odd level after that.

The DC of performing a spelldance is increased by 3 for each spelldance successfully performed previously that day. If the dancer fails the check the spelldance fails to work. If no saving throw DC for a spelldance is listed, the saving throw is DC (10 + Dexterity modifier + X) where 'X' is equal to half the dancer's Perform (Dance) skill ranks.

Unless otherwise stated, the point of origin of a spelldance that affects an area is always one of the corners of the square the dancer herself occupies upon first performing the spelldance and does not move to follow the dancer. If the dancer leaves the area affected, she may no longer extend that dance, though its effects persist for the remainder of its duration. Unless otherwise noted, the dancer may always choose if spelldances that affect an area apply to herself upon beginning the spelldance. Any other creatures within the area are always affected unless otherwise noted.

As with her spells, a dancer need not prepare her spelldances.

Extended Dance (Su)
While a spelldance may be useful when first started, its true strength requires the dancer spend multiple rounds performing it and building its strength. If on the previous round the dancer successfully performed or extended a spelldance, she may as a standard action that provokes an attack of opportunity attempt to extend the dance. This requires a Perform (Dance) check with a DC equal to the original DC to perform the spelldance + 2 per time the spelldance has been extended (including the extension currently being performed). Any modifiers for the DC of starting the spelldance other than the number of spelldances previously performed that day are not applied to the DC for extending the spelldance, though in some cases may be reapplied to benefit from their effect (such as Unpredictable Movement or Conductor's Control). Extending a spelldance does not count as performing a spelldance for the purposes of increasing the DCs of later spelldances. A dancer may never attempt to extend a spelldance more than once a round even if she would somehow have the actions to do so. She similarly may not extend a spelldance on the same round she began it.

Along with causing the spelldance to last longer, many have additional effects that occur when the spelldance is extended. These effects are always optional. Additionally, most spelldances have more powerful forms, referred to as second and final routines, while the initial form is referred to as the first routine. The second routine may be reached by extending the spelldance 3 times and begins immediately upon the third extension. The final routine in turn requires the dancer extend the spelldance 6 times, and likewise begins immediately upon the sixth extension. Effects from these extensions are cumulative unless otherwise noted. While normally it is advantageous to use these stronger forms progressing to them upon reaching the requisite number of extensions is optional. If the dancer chooses not to advance to a later routine, she may do at any time she successfully extends the dance. However, she may not proceed to the final routine unless already performing the second routine.

Additionally, a dancer may choose to cast one of her spells and extend a spelldance in the same round. To do so requires she spend a fullround action and only takes one Perform (Dance) check. The DC for this check is that of extending the spelldance alone + X where X is 2 if it is a 0-level spell or 3 + twice the number of level 1 dancer spells she cast previously that day. If this check is failed, both spell and extending the spelldance fail. This check only provokes a single attack of opportunity and modifiers to the DC such as from Unpredictable Movement need only be applied once to effect both the spell and the spelldance.

Conductor's Control (Ex)
Often a dancer doesn't wish to affect everyone nearby with her spelldance. For those times, she may increase the DC of her Perform (Dance) check to perform or extend a spelldance by 5. If she does so, she may choose to have the dance only affect allies or enemies until the next time she successfully extends that spelldance.

Starting at 10th level, the dancer becomes more adept at selecting targets for her spelldance. As such the DC increase to select specific targets for her spelldance is reduced to 2.

Grace (Ex)
Whenever the dancer performs a check for a skill or action that relies on dexterity, she gains a +1 bonus to her roll for that skill check. At 4th level, and every 4 dancer levels thereafter, this boost is increased by 1 (+2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th). This ability is negated if the dancer is wearing medium armor or heavy armor, holding a heavy shield, or carrying a heavy load.

Fascinate (Sp)
A dancer with 3 or more ranks in the Perform (Dance) skill can use her movements to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see the dancer, and able to pay attention to her. The dancer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. At first level a dancer may target a single creature. For every three levels a dancer attains beyond 1st, she can target one additional creature with a single use of this ability.

To use the ability, a dancer makes a Perform (Dance) check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the dancer cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the dance, taking no other actions, for as long as the dancer continues to dance and concentrate (up to a maximum of 1 round per dancer level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the dancer to make another Perform (Dance) check and allows the creature a new saving throw against a DC equal to the new Perform (Dance) check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Free Spirit (Su)
Starting at level 2, the dancer's desire to express herself cannot be contained. When in a situation that prevents her from moving, she gains a +2 morale bonus to Escape Artist skill checks made to regain her freedom. If the inability to move results from a spell or similar source that granted a saving throw which she failed, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Charade (Ex)
Starting at level 2, a dancer with 3 or more ranks in the Perform (Dance) skill can use her movements to convey meanings across the language barrier. By succeeding a Perform (Dance) check, the dancer can convey any message without any words or sounds. The DC of this check is 20 to communicate something to someone who shares a language, 25 to communicate to someone who lacks a shared language but has the same creature type, and 35 for creatures with a different type. The target must be sentient and capable of thought, and can attempt their own Charade with a which is a Perform (Dance) check with a DC 5 higher than the one the dancer had to beat. Attempting a charade is a swift action.

Fleet of Foot (Ex)
Starting at level 2, a dancer's land speed is faster than the norm for her race by +10 feet. At 7th level, and every 5 dancer levels thereafter, the boost is increased by 10 ft. (+20 at 7th, +30 at 12th, and +40 at 17th) This bonus is negated if the dancer is wearing medium or heavy armor, holding a heavy shield, or carrying a heavy load.

Abrupt Dance (Ex)
Starting at level 3, the dancer learns to start dancing in the middle of her movement. As a full round action, the dancer may move up to her speed and begin or extend a spelldance at any point along that movement. If she has Calculated Steps, she may make the attack granted by it at any point in her movement, rather than just where she begins or extends the spelldance. Smooth Transition be used in place of the normal beginning or extending of dances with this ability if the dancer possesses it. The dancer may not cast a spell while using Abrupt Dance.

Evasion (Ex)
At 3rd level and higher, a dancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the dancer is wearing light armor or no armor. A helpless dancer does not gain the benefit of evasion. If a dancer already has evasion from a different class, she automatically gains improved evasion instead.

Unpredictable Movement (Ex)
Starting at level 3, a dancer can cast a spell, perform a spelldance, or use an ability that requires a Perform (Dance) check in a threatened square without provoking an attack of opportunity. Using this ability increases the Perform (Dance) skill check's DC by 5, and failing the check provokes an attack of opportunity.

Calculated Steps (Ex)
Starting at 4th level, the dancer may perform an attack with a Light or One-Handed Weapon as a swift action before or after performing an action or using an ability that involves a Perform (Dance) check.

Encore (Ex)
A dancer is ready to perform even when at her limits. Starting at 5th level, when a dancer performs a spelldance, she may choose to use this ability. If she does so, she ignores any increases to the spelldance's DC from spelldances previously performed that day. However, after starting the dance she may no longer start that dance again until the next time she rests for at least 4 hours and resets the penalties to her spelldances from previously performed spelldances. This does not prevent her from extending spelldances performed with this ability.

Graceful Recovery
Sometimes even the most skilled dancers make mistakes. As such they have learned how to recover from them with minimal trouble. Upon attaining level 5, if a dancer fails while attempting to extend a spelldance, she may the next round attempt to perform the same spelldance she failed to extend, adding the accumulated DC increases from extending her previous performance of it. This counts as performing a new spelldance and should have the DC adjusted for previous spelldances performed that day accordingly. If successful, she begins the new spelldance with it being treated as having been extended as many times as her previous performance of it had been. This causes any persistent effects from extending the spelldance, including reaching higher routines if they had been reached with the previous spelldance, to already be in effect. Effects from extending the spelldance that are not persistent do not occur.

If the spelldance has an area of effect that does not follow the dancer, the new spelldance has its area placed in the same location as the previous one, even if it normally could not be placed there due to the dancer's location. This ability cannot be used if the spelldancer would be outside the area of the spelldance. If the spelldance does not have an area of effect and instead has targets, the same targets from the initial dance are targeted even if they would normally be out of range.

Uncanny Dodge (Ex)
At 5th level, a dancer retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If a dancer already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Spotlight Stealer (Sp)
Starting at level 6, A dancer with 8 or more ranks in the Perform (Dance) skill can use her movements to draw the complete attention of one or more creatures. Each creature must be within 30 feet, able to see the dancer, and able to pay attention to her. The dancer must also be able to see the creature. The dancer can choose any number of creatures to target with this effect, so long as they are within range.

Targeted creatures must make a Will saving throw (DC 10 + ½ dancer’s level + dancer’s Dex modifier). Creatures that fail the save cannot make or use an attack, supernatural ability, a spell-like ability, spell, or feat that targets a specific creature other then its user on anyone but the dancer. Additionally they take a -4 penalty to Concentration skill checks and a -2 penalty to skill checks made as reactions, such as Listen and Spot checks. Taking damage from any source other then the dancer or her abilities automatically breaks the effect. Otherwise the effect lasts for 1d4 round (rolled once for each use of the ability). Creatures that succeed on the save are immune to this ability for 1 minute. Using this ability is a swift action.

At 9th level and every 3 levels afterwards, the range of this ability increases by 15 feet. (45 feet at 9th level, 60 feet at 12th, 75 feet at 15, and 90 feet at 18th.

Two to Tango (Ex)
At 7th level, a dancer can use spelldances that have "Personal" listed for range as a Touch range ability on one target. Both the dancer and the target gain all the benefits of the chosen spelldance for as long as the dancer continues performing it. This does not allow the target to extend the dance. Persistent effects from extending the dance affect both the dancer and the target, while other effects only affect the dancer.

Frenzied Dance (Su)
Often times a dancer does not have the luxury of slowly building up the momentum of her spelldances. As such she learns how to do so faster. Starting at 8th level, the dancer need only extend her spelldances twice to have them reach the second routine, and four times to have them reach the final routine.

Upon reaching 16th level, the dancer becomes even faster at building momentum. She need only extend her spelldances once to reach second routine, and twice to reach third routine.

Improved Uncanny Dodge (Ex)
At 9th level and higher, a dancer can no longer be flanked.

This defence denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has dancer levels.

Improved Evasion (Ex)
From 10th level onwards, the dancer's agility grants her the Improved Evasion if she does not already have it. This ability works like evasion, except that while the dancer still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless dancer does not gain the benefit of improved evasion.

Smooth Transition (Ex)
Starting at level 10 a dancer learns how to maintain her momentum when changing from one spelldance to another. If she successfully extended a spelldance in the previous round, she may attempt a smooth transition into a new one. Doing so requires she attempt to perform a different spelldance, but has the accumulated increases to DC from extending the previous spelldance added onto the DC of the new spelldance being performed. Additionally, the DC s increased by 2 per time the previous spelldance was extended. If successful, the new spelldance begins and is treated as already having been extended as many times as the previous spelldance had been. This causes any persistent effects from extending the spelldance, including reaching higher routines if they had been reached with the previous spelldance, to already be in effect. Effects from extending the spelldance that are not persistent do not occur.

Accompany (Su)
Often dance isn't just done on its own, but to accompany another performance. If done well, it can even convey the feel or message of that performance itself. Having put forth so much effort into her craft, a dancer learns how to do this even with supernatural aspects of a performance. If able to see or hear (depending on if it is audible or visual) a bardic music performance or similar ability requiring a minimum number of ranks in a Perform skill, if the dancer has the requisite number of ranks in Perform (Dance), she may attempt to mimic the effects of that ability. Doing so requires the dancer spend a move action to make a Perform (Dance) check opposed by a Perform (Any) check made by the one using the ability. The individual using the ability may choose to automatically fail this Perform check. If the dancer wins the opposed checks, she copies the ability until the start of her next turn. An ability copied in this manner retains all its original parameters except that it originates from or is centred on the dancer and uses who she targets or considers to be allies and enemies to determine its effects.

Choreography
Often a dancer will find certain dances work well together. Practice allows the dancer to compose the steps for such dances as if they were their own spelldance. Starting at 12th level the dancer may compose a single choreographed spelldance. A choreographed spelldance consists of two spelldances the dancer already knows, one selected as the intro and the other as the outro. When performing the choreographed spelldance, the effects of the intro spelldance occur during the first routine, and the effects of the outro spelldance occur during the last routine. Upon learning the choreographed spelldance the dancer chooses if the intro or the outro spelldance effects will occur during the second routine. If the outro spelldance has an area of effect that does not track the dancer, it is centred where intro spelldance was last centred (if the intro spelldance had an area of effect), or on the dancer's location upon its effects starting (if the intro spelldance did not have an area of effect). If the outro spelldance has targets, it must chooses new ones upon its effects starting even if the intro spelldance also had targets. For the purposes of extending effects, treat the change in spelldances like a smooth transition except it does count as extending the dance on the time the routine changes as normal. A choreographed spelldance is otherwise treated as a normal spelldance.

Any time the dancer learns a new spelldance, she may choose to recompose one of her existing choreographed spelldances to consist of different spelldances, or the same ones in a different order. At level 14 and each even level thereafter, the dancer may compose an additional choreographed spelldance.

All the World's a Stage (Su)
To a dancer with enough experience, anything is a possible stage. Starting at 13th level, while performing a spelldance, the dancer may choose to move across liquids as if they were solid, though must still stop on solid ground or she will sink.
Upon reaching 15th level, the dancer may choose to treat liquids as solids for the entirety of the time she is performing a spelldance, allowing her to end her movement on them without sinking, and may additionally treat liquids as solids for movement made while performing other actions that require a perform (dance) check.
Beginning level 17, while performing a spelldance, the dancer may move along walls and other vertical or near vertical surfaces as if they were flat ground, provoking no penalties while doing so (though she may not use the run action on them). She must still, however, end her movement on horizontal upright surfaces or she will fall.
Upon reaching level 18, the dancer may end her movement on vertical or near vertical surfaces without risk of falling while performing a spelldance.
Upon reaching level 19, the dancer may now move across even upside down surfaces as if they were upright and flat while performing a spelldance.

Freedom of Expression (Su)
A dancer is able to perform unhindered by her surroundings. Starting at 14th level, while performing a spelldance the dancer is treated as being under the effects of freedom of movement with the exception that she may be grappled as normal.

Advanced Choreography
Starting at 16th level, a dancer learns to increase the complexity of her choreographed spelldances. She may incorporate an additional spelldance into them as a middle component. The middle spelldance applies its effects during the second routine of the choreographed spelldance. The middle spelldance interacts with the intro spelldance like the outro spelldance otherwise would, while the outro spelldance in turn interacts with the middle spelldance as it normally would the intro spelldance. This ability does not allow the dancer to alter existing choreographed spelldances to have a middle spelldance upon gaining it, though she may later recompose choreographed spelldances that only have an intro and outro spelldance to have a middle spelldance when learning a new spelldance.

Unbound Spirit (Su)
A dancer's will, drive, and emotion cannot be restrained. At 20th level and above, any effect which should prevent her from continuing her dance is negated until such a time as she ceases to dance. For the purpose of this ability, the dancer is considered to be dancing if she began or extended a spelldance since the start of her last turn and has not failed at extending a spelldance since then. This does not prevent the dancer from being disabled through death or unconsciousness. Extraordinary and mundane afflictions and abilities are not affected by this immunity, and resolve normally.

Owrtho

Owrtho
2013-09-01, 05:12 PM
Spelldances

Spelldances are the primary form of magic available to the dancer class. They are something of a mix of more traditional arcane magic and bardic music, though unlike either their strength waxes with the passage of time so long as the dance continues.

Aggression
Enchantment (Compulsion) [Mind-affecting]
Perform (Dance) DC: 11
Area: 30 ft.-radius spread
Saving Throw: Will negates
Spell Resistance: Yes

Unbridled fury erupts in the hearts of those nearby. Creatures fume, roar, and rage against whatever or whoever they see as their enemies. Creatures that fail their will save take a -1 penalty to AC due to their recklessness. This penalty increases by 1 per 4 points you beat the check by, to a maximum of one third your class level. At the start of each turn a creature is under the effects of this dance, it may reattempt the will save to end them. Upon succeeding on the save, it becomes immune to the effects of the given dance that was effecting it. Unlike most dances with an area, this one stays centred of the dancer for its duration.

Extending
When this dance is extended, until the start of the dancer's next turn increase the DC of the save by 1 + 1 per 4 you beat the DC to extend the dance by.

Second Routine
Upon extending the dance 3 times, the furry that the creatures affected display is increased. During each turn the creatures must attempt to move toward their nearest enemy and may not use 5 foot steps to qualify for this movement. If already adjacent to their nearest enemy, they may not move away from it.

Final Routine
Upon extending the dance 6 times, creatures driven to anger by this song no longer are able to clearly focus and take advantage of openings. Creatures affected by this song may not make attacks of opportunity or take immediate actions.

Aura Dance
Divination
Range: 30 feet
Perform(Dance) DC: 10
Saving Throw: No
Spell Resistance: No

This spelldance works similarly to Detect Magic (http://www.d20srd.org/srd/spells/detectMagic.htm). However, objects producing auras instead glow directly, producing actual white light visible to anyone present. The light produced corresponds to the intensity of the aura in the same way as for Detect Magic (http://www.d20srd.org/srd/spells/detectMagic.htm). This allows instant detection of the location.

Extending
When this dance is extended, there is no effect aside from extending the duration and reaching the higher routines.

Second Routine
Upon extending the dance 3 times, each school of magic begins produces a different colour of light, allowing detection of the school of magic.

The different colours produced are as follows:

SchoolColour
AbjurationDark blue
ConjurationOrange
DivinationLight blue
EnchantmentGreen
EvocationRed
IllusionYellow
NecromancyPurple
UniversalWhite

Final Routine
Upon extending the dance 6 times, the dancer may begin to alter the magic auras within range. This acts as the spell Magic Aura (http://www.d20srd.org/srd/spells/magicAura.htm), and has a duration of 1 day per class level.

Chilling Wind
Evocation [Air] [Cold]
Perform (Dance) DC: 14
Area: 10 ft. -radius spread
Saving Throw: Fortitude negates
Spell Resistance: Yes

Biting cold winds appear from nowhere, howling loudly and chilling to the bone. Frost and snow accumulates on the ground. Any creature in the area of effect must make a Fortitude save or take 2d4 +1 per 5 the DC is surpassed by (maximum of half class level) cold damage at the start of every round. Additionally, creatures in the area that fail their save takes 1 point of constitution damage. Succeeding the fortitude save only prevents the damage for that round, and must pre reattempted any round the creature begins its turn in the area of effect after the first.

Extending
Each round this dance is extended, increase the radius of the area of effect by 5 feet.

Second Routine
Upon extending the dance 3 times, the winds begin howling more fiercely, carrying flurries of snow and ice with them. This snow obscures vision in the area. Anything separated by more than 5 feet of area under this dances effect has concealment. All creatures both in and out of the area are affected by this, including the dancer.

Final Routine
Upon extending the dance 6 times, the winds become a blizzard that renders chills all within to the bone and blocks vision. The concealment granted within the area is increased to total concealment, while things in the area that previously were close enough to not gain concealment now have concealment. Additionally the penalties to spot and listen checks increase to -10. Further, the constitution damage is increased to 2. Lastly, the strong winds make flying within the area difficult. Flying creatures that enter the area of the dance or begin their turn within it have their manoeuvrability reduced by 1 step, and must make a tumble check (DC equal to the save +4) or be blown away 10 feet in a random direction and crash to the ground.

Courageous Dance
Enchantment [Mind-affecting]
Perform (Dance) DC: 12
Area: 20 ft. -radius spread
Saving Throw: Will negates (harmless)
Spell Resistance: No

The dancer's movements inspire views to put forth greater effort than normal, and push themselves to their limits. Creatures within range of this dance receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Unlike most dances with an area, this one stays centred of the dancer for its duration.

Extending
Each round this dance is extended, the dancer may select a single creature currently affected and increase the bonuses it is receiving by +2 until the start of the dancer's next turn. She may select herself for this despite not normally being affected by the spelldance. If she does select herself, she gains the full bonuses that others affected are gaining.

Second Routine
Upon extending the dance 3 times, the bonuses granted by this dance increase to +4.

Final Routine
Upon extending the dance 6 times, the bonuses granted by this dance increase to +6.

Dance of the Wayfarer
Abjuration
Perform (Dance) DC: 14
Area: 20 ft. -radius spread
Saving Throw: Will see below
Spell Resistance: No

As the dance begins, spirits are lifted and the path becomes clear, making the travel seem easy and go faster. Upon beginning the dance, the dancer indicates a 10 foot wide pathway within the area of the spell. If the dancer would leave this path other than through one end of it that reaches the end of the area of effect, the dance immediately ends. If the dancer leaves though an end of the path, the area is extended, extending the 10 foot wide path 5 feet ahead along the route the dancer takes, until the start of the dancer's next turn, at which time the area recentres on the dancer and any pathway outside it vanishes, causing the area to revert to its original form. This path may traverse any surface the dancer is capable of traversing, and grants creatures following it the power to similarly traverse that surface while on the path. The path is free of difficult terrain and other minor obstructions such as trees, though may go through more notable obstructions such as walls unless the dancer has the ability to freely move through walls. Creatures on the path are considered following it and gain a bonus to movement speed equal to halve their base speed, as well as a bonus to fortitude saves to resist fatigue or exhaustion from travelling equal to half the dancer's caster level (rounded up). Additionally, at the dancer's discretion upon starting the dance, the path may be made invisible to those not presently following it, though effects such as detect magic may detect its presence from afar.

Extending
Unlike most spelldances, extending this one takes more effort than most. Rather than being extended every round, it is extended every minute. The dancer must remain dancing uninterrupted during the entire minute, and the check is made at the end of each minute the dancer would extend the dance. The dancer cast spells as normal during this spelldance on turns that the dance is not being extended, except the DC of the check is that of casting the spell while extending a spelldance that has been extended as many times as this spelldance has, and if the check for the spell fails, the dance ends as if a check to extend it had failed.

Second Routine
Upon extending the dance 3 times, the motions and gestures become larger. The area of effect for the dance increases to a 30 foot radius and the width of the path extends to 15 feet. Additionally, those following the path are treated as being under the effect of a sanctuary (http://www.d20srd.org/srd/spells/sanctuary.htm) spell with the following differences. Creatures that fail the will save to attack a creature following the path may attempt again once per round until such a time as they succeed. Creatures that have been attacked by someone following the path automatically succeed their will save. Creatures following the path do not need to make saves to attack other creatures following the path. If a creature succeeds its will save while on the path, it becomes following the path.

Additionally, creatures are no longer considered following the path just by being on it. Those that were already following the path remain following the path, and creatures that enter the path from either end are considered following the path, but creatures that cross the path from either side are not even while on it. A creature aware of the path and presently on it may spend a full round action to make a will save to begin following the path. Creatures following the path that leave it immediately cease to be following it.

As a full-round action, the dancer may make a perform (dance) check with a DC of what the next extending DC would be for the spell dance to cause one creature with in the area of the spelldance or on the path that has not been attacked by someone following the path since the start of the dancer's last turn to be treated as not following the path and if it had previously succeeded a will save against the sanctuary effect to be treated as having not succeeded a will save against the sanctuary effect.

The dancer may also as a full-round action make a perform (dance) check with a DC of what the next extending DC would be to cause one creature on the path but not following it to be treated as following the path.

Final Routine
Upon extending the dance 6 times, the dance become grandiose in its gestures and motions. The area of effect for the dance increases to a 40 foot radius and the width of the path extends to 20 feet. Further, those following the path are rendered invisible to creatures not following the path unless the creatures succeed a will save. If an individual following the path attacks or otherwise interacts with a creature not following the path, it immediately loses this invisibility until such a time as the dancer makes them follow the path again as from the second routine, though they still benefit from other effects of the path so long as they do not leave it.
Lastly, if the starting point of the path is still within the area of effect of the spelldance, the dancer may choose to make the path remain for so long as the dance continues, rather than vanishing one it leaves the area. In such an event, the path must be entered from either its start or its current end to automatically be considered following it.

Dancing Pyres
Abjuration [Fire]
Perform (Dance) DC: 6
Range: Personal
Target: Self
Saving Throw: None
Spell Resistance: Yes

Flames wrap around the dancer and her weapon, like serpents coiling around their prey. When an enemy draws near and attacks, the flames lash out. Any enemy that attempts a melee attack against the dancer must make a DC (dancer class levels + 6 + Dexterity modifier) reflex save or suffer 2d4 + 1d4 per 6 the DC was surpassed by (to a max of 1/3 class level) fire damage before making their attack. When the dancer deals damage with an attack for the duration of this effect, she deals an extra 1d4 + 1 per 4 the DC was surpassed by (to a max of 1/3 class level) fire damage.

Extending
Creatures within 5 feet of the dancer take fire damage equal to that added to the dancer's attacks.

Second Routine
Upon extending the dance 3 times, the fires burn even hotter. Creatures that begin their turn adjacent to the dancer take 1d4 fire damage. Additionally, any square the dancer moves through is ignited until the start of the dancer's next turn (note the dancer passes through an already ignited square it does not ignite it again). Creatures that begin their turn in or would move through an ignited square take fire damage as if they had attempted to attack the dancer, though may make a reflex save for half damage. Damage from ignited squares affects all creatures except the dancer, regardless of if the dancer uses abilities to adjust who would normally be affected by her dances.

Final Routine
Upon extending the dance 6 times, the dancer is rendered the centre of a raging inferno. Creatures that begin their turn within 10 feet of the dancer take 1d4 fire damage (this stacks with damage from the second routine). Additionally, squares remain ignited for 1d4 rounds instead of just one. Roll once for all squares the dancer moves through that turn. If the dancer moves through a square already ignited, use the longer duration for how long it will remain ignited. Creatures dealt fire damage due to the dancer attacking them or due to attacking the dancer and failing the reflex save become ignited and take half the initial damage at the start of each of their turns until they are either doused with water, spend a move action to put the fire out (provoking an attack of opportunity), or an adjacent creature spends a move action to put the fire out (provoking an attack of opportunity). If a creature already ignited would be ignited again, the damage does not stack, instead it is dealt the larger of the two damages.

Distortion of Magic
Abjuration
Perform (Dance) DC: 15
Area: 35 ft.-radius spread
Saving Throw: None
Spell Resistance: Yes

A shiver racks the bodies of any spellcasters within range as the dancer performs the first steps of this dance. Creatures within the area of effect must make a concentration check (DC 10 + Dexterity modifier + half dancer's class level) any time they attempt to cast a spells, or use a supernatural ability. Failure causes the attempted ability to fizzle harmlessly.

Extending
Each time this spelldance is extended, the DC of the concentration check increases by 1. These increases are cumulative.

Unlike most other spelldances, extending this spelldance increases the DC of the perform (Dance) check by 4 rather than 2.

If this spelldance is used as a component of a choreographed spelldance, the DCs for extending the dance are based upon what they would be if all previous extensions of the spelldance were at the extension cost of the component spelldance that will be used for the routine that will be performed if the extension is successful.

Second Routine
Upon extending the dance 3 times, the dancer may cause existing magic effects to fade completely. When first reaching this routine, and each time the spelldancer extends this dance thereafter, she may affect a single target within the area of the dance as if with Greater Dispel Magic using the Targeted Dispel option. Use the dancer's caster level as the caster level for this effect. It can function normally in the antimagic field from this spelldance and may dispel suppressed effects.

Final Routine
Upon extending the dance 6 times, magic objects fail and lose their glow, spells fizzle out, and verbal and somatic magic does nothing but make their users look like escaped loons. The dancer has stirred the arcane energies in the area into a frenzy, making them uncontrollable. For the duration of this spelldance, the area of effect is treated as an anti-magic field. Any magical objects that enter this area lose their effects, and spells, supernatural, and spell-like abilities do nothing within it. Any continuous effects created by magic end when entering the field.

Non magical effects, summoned creatures, creatures that are magical in nature and/or animated by magic, are all unaffected by an anti-magic field created by this effect; but their supernatural and spell-like abilities are unavailable within the field. While magical effects are cancelled inside the area of effect, they are not dispelled; a bag of holding's contents are unavailable, but once out of the area of effect or once the anti-magic field ends, it can be used as normal. It's contents are not destroyed or spilled out. A magical sword is still a sword within the anti-magic field, and a masterwork sword at that. The moment it leaves the anti-magic field, it regains all magical effects.

Dispel magic does not remove the field, though Mage's Disjunction might. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Creatures with spell resistance are unaffected by an anti-magic field created by Distortion of Magic. The dancer's Conductor's Control (Ex) ability cannot be used to specify targets with this spelldance; all are affected, regardless of if the dancer considers them her friend or foe. The dancer is affected by the anti-magic field created by the spell, just like any other character. This does not prevent the dancer from extending this dance.

Enamouring Aura
Enchantment (Charm) [Mind-affecting]
Perform (Dance) DC: 12
Range: Touch
Target: Living Creature touched
Saving Throw: Will negates
Spell Resistance: Yes

A pink glow wraps around the dancer's fingers and toes. When she touches any living creature with either, the glow leaves her and sinks into the target. For the duration of this effect, the affected creature must make a will save whenever it attempts an action that would directly damage or inflict a condition upon. If it fails, the creature does not perform the action and loses it's turn as it stares enamoured at the dancer.

In addition, if it performs an action that would benefit itself or its allies that can target the dancer, it must make a will save to do so. If it fails, it grants the positive effect to the dancer instead of the intended target. The creature does not provide flanking for it's allies, even if properly positioned. If the affected creature is damaged in any way, it gains another will save with a bonus equal to the damage done to immediately end the effects of this spell. This spelldance's effects end when the affected creature succeeds any of the above will saves.

Any saves made against effects of this dance other than the original save against the dance only suppress the effects until the start of the target's next turn. However, if the save is surpassed by 5 or more, the creature breaks free of the dance and the dancer may no longer extend it nor attempt to change it to another dance with smooth transition.

Extending
When this dance is extended, until the start of the dancer's next turn increase the DC of the save by 1 + 1 per 4 you beat the DC to extend the dance by.

Second Routine
Upon extending the dance 3 times, the affected creature becomes even more enamoured with the dancer. At the start of each of its turns, it must succeed on a will save or try to attack any creatures that it has seen attack the dancer since Enamouring Aura was begun other than itself to the best of its abilities. It gains a +2 bonus on this save if the creatures are its allies. Additionally, if the affected creature has abilities that could be used to protect the dancer from being hurt and are activated in response to that damage, it must succeed a will save or attempt to use them if able.

Final Routine
Upon extending the dance 6 times, the affected creature becomes loyal to the dancer. It treats any creatures the dancer considers to be enemies as its own enemies. As a free action on her turn, the dancer may direct the affected creature to attack the target of the dancer's choosing, and at the start of each turn the affected creature must make a save or do so to the best of its ability. Alternatively, the dancer may direct the creature to attempt to heal or otherwise buff her if such actions would be within the creatures abilities. The dancer may change the target as often as she desires for the duration of the dance.

Evasive Image
Illusion
Perform (Dance) DC: 14
Area: 50 ft.-radius spread
Duration: 1 hour/dancer caster level
Saving Throw: Will negates (Harmless)
Spell Resistance: No

The area brightens for an instant, then returns to it's normal lighting. Creatures that were within the area of effect are immune to divination effects for the duration of the spelldance. If a divination spell is cast to examine an area, the creatures do not appear. If made to find the creature or a group of creatures the creature is with, the spell fails. If the spell's caster level is higher than the dancer's caster level, it ignores this effect. If equal to or less than the dancer's caster level, the dancer and the caster make an opposed check with the dancer receiving a bonus equal to the difference.

Extending
When this dance is extended, the caster level of the dancer is treated as being 1 higher than normal for the purpose of this dance. This effect is cumulative. Unlike most spelldances, extending this one takes more effort than most. Rather than being extended every round, it is extended every minute. The dancer must remain dancing uninterrupted during the entire minute, and the check is made at the end of each minute the dancer would extend the dance. The dancer may not cast spells during this time.

Second Routine
Upon extending the dance 3 times, the dancer becomes more attuned with the protection. She may sense any attempts to scry or divine targets under the effect of this dance. If she wins the opposed check by 5 or more, she also learns if individual attempting to scry or divine intends good or ill to the target, while if she wins by at least 10, she learns the identity of the individual and their purpose in doing so.

Final Routine
Upon extending the dance 6 times, the dancer may improve the effects of her illusion further. Any time she wins the opposed check, after learning anything about the individual attempting the scrying or divining, she may choose to fashion an illusion for them to see in place of what they normally would see from failing to surpass this dance.

Gale's Eye
Evocation [Air]
Perform (Dance) DC: 12
Area: 15 ft.-radius spread
Saving Throw: Fortitude negates
Spell Resistance: No

Upon beginning this spelldance, the dancer's movements begin to take on a form as if fanning the wind. At the start of this dance, the dancer must select a direction. Within the area, there are severe winds blowing in that direction. This acts as severe winds (http://www.d20srd.org/srd/weather.htm#powerfulStorms) except that the DC of the fortitude save is that of normal saves for spelldances the dancer performs. Creatures within the area must make a fortitude save at the start of each of their turns to resist the wind for that round. Similarly, creatures that enter the area affected must immediately make a save to resist the wind for the remainder of the round. If she so chooses, upon starting this Dance the dancer may choose to have the winds be of a lesser strength than severe, though she may choose to increase their strength to the normal amount upon extending it. While the dancer may use abilities to exempt some creatures and objects from the effects of this spelldance, everyone including the dancer is affected by the penalties to ranged attacks and listen checks within the area of this spelldance. Unlike most dances with an area, this one stays centred on the dancer for its duration.

Extending
When this dance is extended, the dancer may change the direction the winds are blowing. Additionally, the dancer may choose to increase the ferocity of the winds. For every three times she does so, creatures count as one size category smaller than they are for the purposes of the wind's effect on them. If she does so, each time a higher routine of this dance is reached, one time of having the creatures count as a size category smaller is negated.

Second Routine
Upon extending the dance 3 times, the dancer's movements become even more fierce, and the winds change to match. The strength of the wind is now that of a windstorm (as per the wind effects table). The save DC is now the dancer's normal spelldance save DC +2. Further the radius of the area of this spelldance increases to 20 feet.

Final Routine
Upon extending the dance 6 times, the dancer's movements take on a circling motion which the winds seek to emulate. The strength of the winds is now that of a tornado, along with the effects that implies. The save DC is now the dancer's normal spelldance save DC +5. The cone of the tornado has a radius of 5 feet at its base and a radius of 15 feet at its top while being 40 feet tall. The tornado is always at the centre of the area of this spelldance. Due to the circular motion of the wind, the area of this spelldance no longer stays centred on the spelldancer. However, while she no longer chooses a direction for the wind to blow when extending this spelldance, she may choose to have the area move 5 feet in a direction of her choice.

Gladiator's Spirit
Transmutation
Perform (Dance) DC: 10
Range: Personal
Target: Self
Saving Throw: None
Spell Resistance: No

The dancer bathes herself in a grey and red energy, retaining a barely noticeable aura around herself. For the duration, the dancer cannot cast spells or spelldances nor extend spelldances, and cannot use her supernatural or spell-like abilities from dancer levels that require an action with the exception of extending this spelldance. However, the dancer's Base Attack Bonus and base fortitude save are increased to match if her dancer levels were instead fighter levels, and she gains a +1 bonus to AC and and a +3 bonus to damage rolls.

If Two to Tango is used with this spelldance, the target has his Base Attack Bonus and base fortitude save increased (but not decreased) to match the modified values of the dancer, up to those of a fighter of his HD. Benefits of the spelldance other than the changes to Base Attack Bonus and base fortitude save are granted as normal.

Extending
Unlike most spelldances, extending this spelldance only requires a swift action. It may not be extended on the same turn it is started.

Second Routine
Upon extending the dance 3 times, the dancer's movements become faster, allowing her to attack more quickly. She gains the ability to make an extra attack at her highest base attack bonus if she takes a -2 penalty on all attacks she makes when making a full-attack. Additionally, the bonuses to AC and damage increase to +2 and +6 respectively.

Final Routine
Upon extending the dance 6 times, the dancer becomes even faster, letting her move about while raining blows upon her enemies. She gains the ability to make full-attacks as a standard action. Additionally, the bonuses to AC and damage increase to +3 and +9 respectively.

Hollow Guard
Conjuration (Creation) [Force]
Perform (Dance) DC: 8
Area: 10 ft.-radius spread
Saving Throw: None
Spell Resistance: Yes

An invisible wall of force appears around the area, cutting it off from the outside. For the duration of this effect, no creature or object can enter or exit the area of effect by use of a move action. As this is a force effect, incorporeal creatures cannot pass through the walls. Creatures standing adjacent to the wall can attempt a DC (12 + dancer caster level) strength check (incorporeal creatures without a strength score use charisma) as a standard action to force their way through, taking a 5 ft. step in or out as a free action if successful and wasting their standard action for the round if they fail. Anything with Spell Resistance attempting the above faces a DC (6 + dancer caster level/2) strength check instead.

Extending
Each time this spelldance is extended, increase the DC of forcing through the wall by 1. These increases are cumulative and last for the duration of this dance.

Second Routine
Upon extending the dance 3 times, the wall will work harder to protect its charges. Creatures that attempt to force through and fail take 2d6 force damage.

Final Routine
Upon extending the dance 6 times, the wall takes a more active role in protection. Any creature attempting to force past the wall takes 2d6 force damage regardless of success or failure. This stacks with damage from the second routine. Additionally as a free action once per turn, the dancer may direct the wall to attack one target within 10 feet of the protected area (or inside it) dealing 2d6 damage (Reflex save for half damage). Alternatively the dancer may direct the wall to attempt to eject a creature within it. The creature must make a Reflex save or be moved 5 feet outside the area of the dance.

Hop Step
Conjuration (Teleportation)
Perform (Dance) DC: 12
Area: 25 ft.-radius spread
Saving Throw: Will partial (see text)
Spell Resistance: No

The dancer's movements become jumpy and quick, at times almost seeming to skip the from starting to completion. Creatures within the area of this spelldance may teleport up to their move speed distance to another location to which they have line of sight that is within the area of this dance as a move action. This does not provoke attacks of opportunity. The dancer herself may also teleport in this way, but only up to 10 feet.

Extending
Each time this dance is extended, the radius of its area increases by 5 feet. These increases are cumulative. Additionally the dancer may select a single willing target within the area to teleport up to 10 feet from its starting location to another area within the area affected by this spelldance. The dancer requires line of sight to both the target she is moving and the location she is moving it to, though the creature targeted does not. The dancer may select herself to move in this way if she is willing.

Second Routine
Upon extending the dance 3 times, the movements of the dancer become even harder to follow. Creatures that willingly teleport as a result of this dance count as flanking creatures they are adjacent to upon completing their movement until the end of the current turn (usually their turn or the dancer's depending on how it was done). Additionally the maximum distance of any teleportation from this spelldance is increased by 5 feet.

Final Routine
Upon extending the dance 6 times, the pace of the dance begins to affect even those who would otherwise resist it. In place of teleporting a willing target when extending this dance, the dancer may instead choose to try teleporting an unwilling target. This has the same limits as teleporting a willing target when extending this spelldance, except the target may make a Will save to resist the effect. If the save is failed the target is teleported as the dancer desired, and provides flanking until the start of its next turn. If it succeeds on the save there is no effect. Further, the maximum distance of any teleportation from this spelldance is increased by 10 feet (this stacks with the 5 foot increase from the second routine).

Life's Threads
Conjuration (Healing) [Light]
Perform (Dance) DC: 14
Area: 25 ft.-radius spread
Saving Throw: None
Spell Resistance: No

Light flows from the dancer, covering a spherical area with a transparent mist that soothes pain on touch. At the beginning of each creature's turn, they heal 1d4/per the dancer’s class level their Hit Points. Creatures at 0 HP do not heal or regain consciousness, but dying characters can be healed to 0 HP and automatically stabilize when inside the range of Life's Threads. The dancer herself heals 1d4 HP at the beginning of each of her rounds, but does not benefit from this spelldance in any other way.

Extending
Each time this dance is extended, the dancer may select any one creature in range to heal 1d4 points of damage. This may even heal creatures at 0 HP.

Second Routine
Upon extending the dance 3 times, creatures under the effect of this spelldance have half of any damage dealt to them converted to non-lethal damage.

Final Routine
Upon extending the dance 6 times, creatures under the effect of this spelldance heal 1 point ability damage at the start of their turn. If they have multiple types of ability damage, they heal 1 point of each. The dancer also is healed 1 point of ability damage at the start of her turn but if it is suffering from multiple types of ability damage must choose one to have healed.

Miraculous Repairs
Transmutation
Perform (Dance) DC: See below
Range: Touch
Target: One item
Duration: Instant
Saving Throw: None
Spell Resistance: No

The dancer performs a complicated dance around a broken object and then touches. As she dances, faint glow seems to appear around the pieces, which then begin to assemble themselves. Missing parts are replaced with new ones, faded writing becomes clear, arts lost to time are repainted. At the end of the miraculous rebuild, the destroyed object returns to how it was before. If the dance fails however the parts revert to their damaged state, new pieces again disappear, and the assembled parts again break apart, reverting the object to the state is started in.

Over the course of the spelldance, the dancer must manage to traverse an area completely encircling the targeted object on at least one geometric plane without moving more than 15 feet away or else the spelldance automatically fails upon completion. With sufficiently large object, traversing within them near the outside perimeter may suffice at DM discretion.

The DC of this spelldance depends on what is being repaired. Large or very small objects require a more complicated set of steps, as do repair jobs with missing pieces or faded text. If the dancer cannot identify what the object is supposed to be or once was, the DC increases considerably. Look at the following tables and add all the listed DCs that apply to get the final Perform (Dance) DC. Do not count spelldances cast before this spelldance when calculating it's DC.

Tables:
Size Modifier

SizeDC
Fine
+15
Diminutive
+10
Tiny
+5
Small
+0
Medium
+5
Large
+10
Huge
+15
Gargantuan
+20
Colossal
+25

Same as Creature Sizes.

Damage Modifier

Amount of DamageDC
Very Minor
+3
Minor
+6
Medium
+9
Heavy
+12
Very Heavy
+15
Annihilated
+20

Very Minor is a tiny scuff. Minor is small cracks. Medium is a large piece broken off, or 15% of the object scratched and torn. Heavy is the object in multiple pieces. Very Heavy is practically shredded, dozens of pieces with damage on each piece. Annihilated is reduced to a fine ash.

Missing Pieces Modifier

AmountDC
0~15%
+0
16~30%
+5
31~45%
+10
46~60%
+15
61~75%
+20
76% and up
+25

How many pieces does the spell need to replace? Faded text, drawings, and other objects of that sort also count the illegible, smeared, or missing drawings/words as missing pieces.

Other Modifiers

Is the object...DC
Magical
+5
Unidentifiable
+20
Have moving parts
+5
Have complex pieces
+15
an Artifact
+15

A catch all for anything else. Add all listed that apply.

Extending
Unlike normal for instant duration spelldances, Miraculous Repairs can be extended. However, in the case of Miraculous Repairs, extending it works differently. The dancer must decide before beginning the spelldance how many rounds she will extend it. The DC is then reduced by 3 per time she extends it to a minimum of 0. Each time she extends the Dance the DC increases by 2 as normal, though if the reductions would have reduced the DC to below 0, all the negative reduction must first be overcome. Unlike normally extending a spelldance, each time this dance is extended takes 1 minute rather than 1 standard action, and the check is made at the end of the minute. While the dancer may move up to her speed each round during the time she is extending this dance, she may not perform any other standard, move, or full-round actions, including perform other spelldances even if she has Master of Motion. If she would attempt to do so or is in some way prevented from dancing at any point while extending this spelldance, it fails and she must start over. Only once she has managed to extend the dance for the full number of times she decided to extend it does the effect of this spelldance occur. The dancer must be within 15 feet of the targeted object from the start of this spelldance to its completion or the spelldance fails.

Sonic Tap
Evocation [Sonic]
Perform (Dance) DC: 12
Range: Personal
Target: Self
Saving Throw: Reflex, see below
Spell Resistance: No

The dancer begins to tap her feet on the ground, creating music to accompany her dance in a rapidly increasing tempo. Upon starting this spelldance, the dancer may move up to half her move speed in a strait line in any direction, ignoring creatures in the way, but not other obstacles. This movement does not provoke attacks of opportunity. Upon completing the movement, a line effect occurs originating from the dancer's origin point and ending at her present location requiring all creatures along it make a reflex save or take 1d4 + 1d4 per 4 the DC of the spelldance is surpassed by (maximum of 1/3 class level) sonic damage.

Extending
Upon extending this spelldance, the dancer may again move as if first initiating the spelldance, causing the line effect, except for each time the dance has been extended the dancer may move 5 feet further, to a maximum of her move speed.

Second Routine
Upon extending the dance 3 times, the dancer's movements become faster, and more precise. Creatures that fail the reflex save from this dance are deafened for 1d4 rounds. Further, when extending the spelldance, the dancer may choose to remain in place and instead create a burst of sound in an area of effect provoking a reflex save from all creatures within 10 feet having the same effect as the movement's line normally would.

Final Routine
Upon extending the dance 6 times, the dancer's tapping becomes even more rapid, causing a constant area of oppressive sound around her. Any creatures that move within 5 feet of the dancer or begin their turn within 5 feet of her take 1d4 sonic damage and are deafened until they are no longer within 5 feet of her. Further, when extending the spelldance, if it would not otherwise take a full-round action, the dancer may choose to spend a full-round action to both move, effecting creatures in a line, and cause a burst effecting creatures within 10 feet in the same round. If she does so she may have the burst happen at any point before, during, or after her movement on her turn. Creatures that would be within the area of effect for both the line and the burst are only effected by the first to occur.

Owrtho

Owrtho
2013-09-01, 05:13 PM
Tangling Vines
Transmutation [Earth]
Perform (Dance) DC: 12
Area: 20 ft.-radius spread
Saving Throw: Reflex negates
Spell Resistance: No

As the dancer begins her movement, vines and roots grow from the ground grasping at whatever is in reach. Creatures that fail their reflex save become entangled, though the vines don't count as being immobile. They may attempt to break free with a Strength check or Escape Artist check as a free action once per turn (DC 10 + Dexterity modifier + half dancer level). Alternatively, entangled creatures may automatically escape as a standard action. Creatures that succeed take no penalties.

Extending
When this dance is extended, the radius of the affected area increases by 5 feet. Additionally, the DC of escaping the vines increases by 1. These effects are cumulative. Lastly, the dancer may have a single creature in range attempt a reflex save and upon failure become entangled.

Second Routine
Upon extending the dance 3 times, the vines grow stronger and more secure. The vines are now treated as being immobile, and as such entangled creatures may not move.

Final Routine
Upon extending the dance 6 times, the vines grow stronger yet completely cutting off the entwined creatures' ability to act. Creatures entangled in the vines can no longer make attacks, and lose their dexterity bonus to AC (if any). Further the Concentration check to cast spells increases to a DC of 20 + spell level.

Tarantella
Transmutation
Perform (Dance) DC: 15
Area: 35 ft.-radius spread
Saving Throw: Will negates (harmless)
Spell Resistance: No

As the dancer begins to increase her rhythm, those watching get caught up in the faster pace. Creatures within the area of this dance, including the dancer, get a +15 foot bonus to all of their speeds. This bonus counts as an enhancement bonus. Unlike most dances with an area, this one stays centred of the dancer for its duration.

Extending
Upon extending this dance, the dancer may move up to 5 feet. This movement does not provoke attacks of opportunity, nor does it count against her movement for the turn.

Second Routine
Upon extending the dance 3 times, the dancer's pace becomes even faster. Creatures affected by this dance are treated as if under the effect of a haste (http://www.d20srd.org/srd/spells/haste.htm) spell. This includes the dancer herself.

Final Routine
Upon extending the dance 6 times, the tempo of the dance reaches new heights. Creatures within the area can perform Full-round actions as a move action or standard action, move actions and standard actions as swift actions, and swift actions as free actions (though only one per round).

Thrilling Puppetry
Necromancy [Death]
Perform (Dance) DC: 10
Area: 35 ft.-radius spread
Saving Throw: Will negates
Spell Resistance: No

The dancer's movements seem to have an effect on the nearby undead. Suddenly, the shambling ghouls begin imitating her motions to the best of their ability. Neither the dancer nor the affected undead can perform any actions for the duration of this effect except for the dancer extending spelldances. At the start of each of their turns, affected undead within the effect's area perform another will save attempt to escape/avoid the effects of the spelldance, with a +1 circumstance modifier for every round the spelldance has been in effect without a break.

Extending
When this dance is extended, until the start of the dancer's next turn increase the DC of the save by 1 + 1 per 4 you beat the DC to extend the dance by.

Second Routine
Upon extending the dance 3 times, the affected undead become more engrossed in mimicking the dancer, allowing her to move and have them copy it. The dancer may make a single move action on her turn without ending the dance. Any undead affected must attempt to mimic the movement on their next turn to the best of their ability even if it would be detrimental to them (though they gain a +4 bonus to their will save if it is). If the movement would put the undead no longer in range they are freed from the effects of this dance. The dancer may also make attacks while this dance is going on. Any undead under the effects also attack in the same direction using their standard attack. The dancer may mime an attack against a non existent target to make undead perform an attack. This requires the dancer attempt an attack like normal, but with no target. Attacks of the undead from this treat any creatures in the space they are attacking as having concealment.

Final Routine
Upon extending the dance 6 times, the affected undead have begun following the dancer's lead rather than just copying her. The dancer may issue a command each round as a free action on her turn, which the affected undead will attempt to follow to the best of their ability. If the undead are not mindless, they gain a +4 bonus to their will saving throw to resist any command with obviously self-destructive results, such as jumping off a cliff or attacking themselves.

Trembling Earth
Evocation [Earth]
Perform (Dance) DC: 12
Area: 20 ft.-radius spread
Saving Throw: Reflex negates
Spell Resistance: No

As the dancer completes her movements, the ground around her suddenly shakes violently as if an earthquake. All creatures in the area must make a Reflex save or fall prone. For the duration of this spelldance, any creature (including those that made the initial save) attempting to move more than half their maximum movement rate through the affected area or perform a full-round action must make a DC (10 + dancer caster level + Dexterity modifier) Balance skill check or fall prone. Creatures attempting to cast a spell or use a spell-like ability must make a DC (dancer caster level + 10) Concentration skill check or the spell/spell-like ability is lost.

Extending
When this dance is extended, the radius of the affected area increases by 5 feet. Additionally, the DC of balance checks resulting from the spelldance increase by 1. These effects are cumulative.

Second Routine
Upon extending the dance 3 times, the terrain in the area of this spelldance becomes more treacherous. Creatures starting their turn in the area of the spelldance must make a balance check or fall prone. Additionally the terrain is counted as difficult terrain. For the purpose of provoking a balance check by moving more than half their move speed, creatures treat every 5 feet moved as 10 feet. Even creatures exempted from the effects of this spelldance treat the terrain as difficult.

Final Routine
Upon extending the dance 6 times, the terrain becomes exceedingly hazardous. Any creature that falls prone as a result of this spelldance is thrown 1d4 * 10 feet toward the closest border of the affected area and takes half the number of feet thrown bludgeoning damage.

Waltz
Transmutation
Perform (Dance) DC: 15
Area: 35 ft.-radius spread
Saving Throw: Will negates
Spell Resistance: No

As the dancer begins to reduce her rhythm to a stately waltz, those watching find themselves similarly slowing their movement. Creatures within the area of this dance, including the dancer, move at half their normal speed (round down to the next 5-foot increment). Creatures other than the dancer may spend a standard action to attempt their will save again. Unlike most dances with an area, this one stays centred of the dancer for its duration.

Extending
Upon extending this dance, the dancer gains DR 2/- until the start of her next turn.

Second Routine
Upon extending the dance 3 times, the dancer's pace becomes even slower. Creatures affected by this dance are treated as if under the effect of a slow spell. This does not include the dancer herself. This replaces the speed reduction of this dance normally causes.

Final Routine
Upon extending the dance 6 times, the tempo of the dance reaches new lows. They may not attempt Attacks of Opportunity, and may only use immediate actions on their own turn. This does not affect the dancer herself.

Owrtho

Owrtho
2013-09-01, 05:14 PM
Reserved just in case there is need. Anyway, feel free to post now.

Change log:
2013/09/02:2 Extended Dance typo fixed to have it properly increase DC on first extension.
Change to Distortion of Magic to cause extension cost to increase at a faster rate than other spelldances.
Change to Gale's Eye to fix a minor typo.


2013/09/02:1 Fixed two errors in spelldance wording.
Change to Gale's Eye extension wording to improve clarity and remove typo.
Change to Gladiator's Spirit wording to more closely match intended effect and reduce possible multi-classing abuse.
Change to Miraculous Repairs fixed a typo in extension wording.


Owrtho

Kamai
2013-09-02, 02:44 PM
Just glancing through the class, I see some problems.
- First, this is quickly looking like it's going to have the truenamer syndrome. You don't have high base DCs, but after using a couple of spelldances and a few spells, it'll start stacking into uselessness really quickly.
- Also, I don't understand what happens when you fail a dance check to spelldance? Does it have a chance at failing equal to your Spell Failure? Does it just not work?
- There's nowhere that directly says that the Dancer is unaffected by her own spelldances, it's only implied in Courageous Dance.
- There's no extra benefit to extending Gale's Eye until you get past 6 rounds, since it resets itself when it would get it's bonus. Maybe an editing error?
- Gladiator's spirit is incredibly beneficial for dips. Imagine Dancer 1/Druid X going wildshape happy. "and cannot use her supernatural or spell-like abilities from dancer levels that require an action with the exception of extending this spelldance". So I can go ahead and use other supernatural abilities from other classes?

I'm seeing some pretty fun stuff there that would be worth the sustained standard actions. The thing that worries me is Distortion of Magic. Having a chance at getting an AMF up at level 1 is scary, even if setting off the last round would at most have a 40% chance at actually getting the last round off (DC 27 vs +14 bonus [+4 dex, +4 ranks, +3 skill focus, +2 MW skill item, +1 Grace]).

There might be some other balance things, but I looked mainly for things that you only may have meant.

Owrtho
2013-09-02, 04:02 PM
Just glancing through the class, I see some problems.
- First, this is quickly looking like it's going to have the truenamer syndrome. You don't have high base DCs, but after using a couple of spelldances and a few spells, it'll start stacking into uselessness really quickly.

Well, I would note DCs don't scale too terribly fast. True it is a bit quick at earlier levels, but the class isn't really intended to be performing multiple different spelldances in combat so much as choosing one and sticking to it (and at level 1 you only know a single spelldance anyway). Also, while the they are unable to use abilities too much at low levels, that is not much different from a wizard or sorcerer with a limited amount of spells they can cast. At higher levels the DCs are less of an issue provided the dancer is not trying to add too much onto it. Mind some spelldances are clearly better suited to higher levels due to their DCs and the difficulty of using them effectively at lower levels.


- Also, I don't understand what happens when you fail a dance check to spelldance? Does it have a chance at failing equal to your Spell Failure? Does it just not work?

Huh, I really should clarify that. If you fail the skill check the dance simply does not work and you essentially wasted an action. I have no idea why it mentions arcane spellfailure, and suspect it is an accidental holdover from a previous version.


- There's nowhere that directly says that the Dancer is unaffected by her own spelldances, it's only implied in Courageous Dance.

That should be added to the spelldance description, and I think it was in one variation on the wording. The dancer can always choose if she wants her dances to affect herself, but must make use of conductor's control when making others immune.


- There's no extra benefit to extending Gale's Eye until you get past 6 rounds, since it resets itself when it would get it's bonus. Maybe an editing error?

That is a mix of poor wording and a typo resulting from a previous version. Originally, higher routines were reached in increments of 5 (so second routine at 5 extensions and final at 10), this was later reduced. As for gale's eye, the extending bit should only be resetting the size of the creatures. That said the wording was unclear, as it should have only been negating the increasing of wind ferocity, not the extensions themselves.


- Gladiator's spirit is incredibly beneficial for dips. Imagine Dancer 1/Druid X going wildshape happy. "and cannot use her supernatural or spell-like abilities from dancer levels that require an action with the exception of extending this spelldance". So I can go ahead and use other supernatural abilities from other classes?

That would be the result of some wording that should be changed. Gladiator's spirit should only effectively convert the dancer levels to full BAB/good fort saves, while leaving those from other classes unaltered, thus reducing the abuse potential. With that it should note that if used with two to tango it improves the target's BAB and fort to match the dancer to a max equal to a fighter with levels equal to the target's HD, but doesn't decrease the stats if they are already higher.
Abilities from other classes can be used, which was a note added to prevent it from being terrible to use in multi-classing or performing two-to-tango with allies that are in a class requiring their own supernatural abilities to fight effectively.


I'm seeing some pretty fun stuff there that would be worth the sustained standard actions. The thing that worries me is Distortion of Magic. Having a chance at getting an AMF up at level 1 is scary, even if setting off the last round would at most have a 40% chance at actually getting the last round off (DC 27 vs +14 bonus [+4 dex, +4 ranks, +3 skill focus, +2 MW skill item, +1 Grace]).

There might be some other balance things, but I looked mainly for things that you only may have meant.

That is an understandable concern. There is a bit of difficulty in constructing dances with more powerful effects knowing that they can still be theoretically accessed at lower levels. A similar example would be a dance I have planned that starts off as a feather fall effect (and has the special ability that it can be started as an immediate action if the dancer forgoes other actions on her next turn), but culminates in flight. While the flight would be fairly impractical to use in combat at low levels (given the 6 rounds to reach it) the out of combat utility could be quite problematic, as many lower level challenges could in theory be overcome by a character who can fly even if just for one round. Admittedly this is also true for an anti-magic field, making this a valid concern (and to a far lesser degree Miraculous Repairs which can theoretically fix anything with certainty if the dancer can manage to dance long enough).

That said, suggestions on how to deal with the problem would be appreciated. There is always the option that some spelldances could be restricted I suppose, though given in most cases their lesser forms are not particularly powerful and fit at lower levels it would possibly work better if the final routine were in some way restricted. However this encounters the problem that most final routines are fine even at low levels, meaning the restriction would need to be non-uniform (after all, if a character can manage to get gale up to the final routine in combat at level 1 they deserve their tornado).

Owrtho

Kamai
2013-09-02, 08:20 PM
That said, suggestions on how to deal with the problem would be appreciated. There is always the option that some spelldances could be restricted I suppose, though given in most cases their lesser forms are not particularly powerful and fit at lower levels it would possibly work better if the final routine were in some way restricted. However this encounters the problem that most final routines are fine even at low levels, meaning the restriction would need to be non-uniform (after all, if a character can manage to get gale up to the final routine in combat at level 1 they deserve their tornado).


Have you thought about making some spelldances just increase DC faster to extend? If your flight one was DC + 3 to extend (putting it at 30 for base DC 12) and this one say cost DC + 4 to extend, you're looking at DC 39 for AMF, which puts it out of low level realms, but leave lower effects open, and inadvertently drop the DC to get the final routine at higher levels.

If you follow this, then at 8th, the DCs become 24 and 31, making the AMF still a bit tough, but doable, and flight more than reasonable.

It would be cool, true, if they spent 6 turns in combat to get their tornado off, but in point defense situations, if the group has an estimate on when, they can set it up before hand, and have the tornado/AMF ready.



That is a mix of poor wording and a typo resulting from a previous version. Originally, higher routines were reached in increments of 5 (so second routine at 5 extensions and final at 10), this was later reduced. As for gale's eye, the extending bit should only be resetting the size of the creatures. That said the wording was unclear, as it should have only been negating the increasing of wind ferocity, not the extensions themselves.


I may have misstated too. Here's what happens at base use. Extend the dance 3 times, treat creatures as 1 size smaller. At the same time, hit Second Routine, creature size resets, so extending it has no benefits at all unless you get into 9 rounds or are level 8+. This seems out of character as compared to the rest of your spelldances.

Owrtho
2013-09-02, 08:48 PM
Have you thought about making some spelldances just increase DC faster to extend? If your flight one was DC + 3 to extend (putting it at 30 for base DC 12) and this one say cost DC + 4 to extend, you're looking at DC 39 for AMF, which puts it out of low level realms, but leave lower effects open, and inadvertently drop the DC to get the final routine at higher levels.

If you follow this, then at 8th, the DCs become 24 and 31, making the AMF still a bit tough, but doable, and flight more than reasonable.

That could work quite well. Given that some spelldances already alter the extending rules it wouldn't be that big a change for a given dance to change something that minor. That said I'd need to put specific rules for the choreographed spelldances, likely in the area of that you count all extensions as being at the DC increase of the current portion.


It would be cool, true, if they spent 6 turns in combat to get their tornado off, but in point defense situations, if the group has an estimate on when, they can set it up before hand, and have the tornado/AMF ready.

While that's true, I'm not hugely concerned about the tornado in that situation, as a low level character will then find it difficult to keep up with subsequent DCs to sustain it for long, while a high level one won't be that big a deal if they throw out a tornado. That said, as I noted before the real issue is the out of combat utility use, such as using an AMF to get past magical traps or the like.


I may have misstated too. Here's what happens at base use. Extend the dance 3 times, treat creatures as 1 size smaller. At the same time, hit Second Routine, creature size resets, so extending it has no benefits at all unless you get into 9 rounds or are level 8+. This seems out of character as compared to the rest of your spelldances.

Ah, I see your issue there. There is actually a reason for that. Specifically, the increase in routine already has the same effect as the extend effect. Really, the extend effect is to increase wind strength past those of the routines. Also do note that increasing the routine is optional, so if one wants to keep it at the current routine but still have it impact larger creatures they may do so (for example if they want to keep it more a gust of wind effect rather than making it a tornado).

There is also the fact that extending it has the benefit of keeping the spelldance going, and allows the dancer to change the direction the wind is blowing (particularly useful if the dancer moves and wants to keep it focused on her enemies).

Still, it just occurred to me that the manner I altered the wording is still a bit off from the intended effect, and I may alter it slightly. I may also change it to adjust the size creatures are treated as every two extensions rather than every three.

Owrtho

Owrtho
2013-09-19, 05:14 AM
So, took a while for me to get around to it, but here is a first draft of the feather fall/fly spelldance, with a little bit of gliding in the middle. Any thoughts or suggestions before I move it up into the list proper?

Windswept Leaf
Transmutation
Perform (Dance) DC: 12
Range: Personal
Target: Self
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)

The dancer becomes light on her feet, as she seems to move to and fro as if a leaf at the mercy of the wind. She is treated as if under the effects of the feather fall (http://www.d20srd.org/srd/spells/featherFall.htm) spell for the duration of this dance. Unlike the spell it does not end upon landing and may effect flying creatures, though it does not hinder their movement.

Unlike most other spelldances, this one may be started as an immediate action. However, the effort of doing so prevents the dancer from taking a standard action on her next turn in addition to being unable to take a swift action from the use of an immediate action. For the purpose of the duration of the spelldance and extending it, it is treated as having been started during the dancers next turn, though she gains the benefits immediately. If she has Smooth Transition, she may make use of it with an immediate action when changing to this spelldance.

Extending
Each time this spelldance is extended, the dancer gains a +1 bonus to jump checks. These increases are cumulative.

Unlike most other spelldances, extending this spelldance increases the DC of the perform (Dance) check by 3 rather than 2.

If this spelldance is used as a component of a choreographed spelldance, the DCs for extending the dance are based upon what they would be if all previous extensions of the spelldance were at the extension cost of the component spelldance that will be used for the routine that will be performed if the extension is successful.

Second Routine
Upon extending the dance 3 times, the dancer's feet seem to barely skim the ground as she seems to move at the mercy of the wind. The dancer gains a +5 bonus to jump checks, this stacks with any bonus to jump checks from extending the spelldance. Further, when moving from solid ground off a ledge or otherwise into the air, she may move for up to a fourth her base land speed (rounded up to the nearest 5 feet) before falling notably. This distance resets each time she reaches solid ground. When falling the dancer may glide up to half her base land speed for every 10 feet she descends.

Lastly, she may select up to her dexterity modifier number medium or smaller creatures or objects (see feather fall (http://www.d20srd.org/srd/spells/featherFall.htm) spell for dealing with larger creatures or objects) within 15 feet of herself to bestow the benefits of the first routine of this spelldance. This includes bonuses to jump from extending the spelldance. These creatures also gain any benefits of All the World's a Stage that the dancer herself benefits from. Even if the creatures or objects later move more than 15 feet away they maintain the benefits until the spelldance ends.

Final Routine
Upon extending the dance 6 times, the dancer is no longer bound by gravity as the she dances on the wind. The dancer gains a fly speed equal to her base land speed with good maneuverability.

Further, those effected by as if by the first routine from the effect of the second routine are instead effected as if by the second routine. These creatures still gain the benefits of the jump bonus from extending the spelldance and All the World's a Stage. If upon starting the final routine the dancer less than her dexterity modifier medium or smaller creatures or objects, are being affected this way, she may select the remainder worth of creatures or objects from within 15 feet of herself to be affected.

Owrtho