Dance Spells

Flaming Flamenco
(Movement Action: Spell (18); Fire Aura Dance) As you dance, swirling cloak of fire wraps around you until the beginning of your next turn. Those who enter your melee range take heat damage equal to your captivation skill. While using this spell, you may move in meters equal to half your speed.
Winter Waltz
(Movement Action: Spell: (16); Cold Weather Aura Dance) As you dance, swirling vortex of snow and ice forms around you until the beginning of your next turn. The vortex’s radius is equal to 1/2 your captivation skill in meters. This vortex shrouds allies, giving a disadvantage to enemies targeting allies within it. It also deals cold damage equal to 1/2 your captivation skill to any enemy inside the vortex.
Thunderstorm Step
(Movement Action: Spell (18); Electric Weather Aura Dance; Cost: 3 mana) As you dance, a small stormcloud appears over your head until the beginning of your next turn. All Enemies who enter within a radius equal to your spellcraft skill in meters are struck by small lightning bolts and take electric damage equal to your captivation skill.
Electric Slide
(Movement action: Spell (16); Electric Dance, Cost: 1 mana) Move equal to your speed in meters or less in a straight line. Any targets melee range that you enter take electric damage equal to your half your captivation skill + 1d8. Your attack hits before an attack of opportunity attempt, and if they take damage after DR, they cannot use an attack of opportunity against you. You can use this spell, even if restrained.
Rain Dance
(Movement action: Spell (15); Water Weather Dance Conjuration) Choose a target within line of sight. A radius up to your spellcraft skill x30 meters receives a sudden rainstorm for 1d4 hours or until you cancel this spell. During this rainstorm, increase water and electric damages by 25% and decrease fire damages by 50%. Enemies have a disadvantage to perception rolls when within the rainstorm. You may cancel this spell as a free action.
Mastery A
Singin’ in the Rain
Your rainstorms now magically resonate your sound abilities. You gain a temporary +1d4 spellcraft or captivation skill while using sound spells within a raindance induced rainstorm.
Mastery B
Tranquil Rains
For 1 mana point, you can turn rainfall into tranquil rains as a secondary action. All space and targets within tranquil rains are considered to have the silent condition until they exit the rain. The only sound targets hear within tranquil rains is the rain itself. Targets within gain an advantage to resist aggro.
Seductive Display
(Movement action: Spell (Cantrip) Charm Hex) Choose any number of targets within line of sight. These targets must succeed in a contest of willpower vs your captivation. If they lose, they take a -1d6 penalty to all rolls until the end of the encounter. Enemies can be charmed more than once by this ability, but if they succeed in resisting a further attempt, they lose all penalties from this ability.
Mosh Pit
(Primary action: Spell (30); Aura Hex Dance Trap; Cost: 2 mana) You create an effective radius equal to 1/2 your spellcraft skill in meters for 1d4 turns. All within this radius immediately acquire the rage condition and cannot perform attacks other than unarmed melee attacks, and must target others affected by the affected by this spell if able. The bard is unaffected by this spell and cannot be selected to be attacked by someone effected by the spell. If a target is receives damage with anything other than unarmed melee attacks, the target will no longer be affected by the mosh pit spell.
Unstoppable Flow
(Secondary action: Spell (20); Movement Dance Buff; Cost: 2 mana) During your next movement action, you become immune to and move freely through all barriers, traps, and restraints.
Illusive Sway
(Move action: Spell (20) Dance ; Cost: 2 mana) Gain a temporary bonus to your defensive actions equal to 1/2 your captivation skill.
Energizing Exhibition
(Primary action: Spell (16); Heal Dance; Cost: 1 mana) You and all allies within line of sight gain stamina or mana points equal to 1/3 your captivation.
Mastery A
Refreshing Rhythm
You and your allies regain additional stamina or mana points equal to 1/4 your spellcraft skill when using the energizing exhibition spell.
Devil Dance
(Primary action: Spell (24); Shapeshift Dance; Cost: 5 mana) You or an ally of your choice temporarily gains a demon perk of your choice until the end of the encounter. You or they do not need the demonpact perk to gain this perk.
Mastery A
Hell of a Show
If you target yourself or an ally with devil dance that already has the demonpact perk, reduce the cost of this spell by 1 mana and gain advantage to casting this spell. If you critically succeed casting this spell, that target temporarily gains 2 perks instead of 1.
Sacred Spirit Step
(Movement action: Spell (18); Divine Spirit Dance Buff; Cost: 1 stamina) Temporarily increase your spellcraft, culture, willpower, or intuition skill when using divine and spirit abilities by 1/2 of your captivation skill until the beginning of your next turn. If used more than once during a turn, you cannot place the same
Mastery A
Gospel Soul
When using the sacred spirit step spell, grant the bonus to two skills of your choice instead of just one.
Dance Off
(Movement action: Spell (Cantrip): Dance Hex; Cost: 2 mana) You use magic to compel your enemy into a dance off with you. Select a target within line of sight. This target is forced to a contest of their willpower vs your spellcraft. If you succeed, they must dance against you by perform a captivation vs captivation contest against you at their next opportunity for a movement action, which they expend. If they fail, they lose morale points and you gain a bonus to a roll of your choice equal to their margin of loss. You lose this bonus if you do not use it by the end of the encounter.
Torch Dance
(Movement action: Spell (18): Fire Light Augmentation Hex) You make a flickering dance to mimi flames, which lights whatever item youre using with a magic fire. Choose your hands and/or feet, or an item of your choice to become become torched. This torched item or body part sheds bright light in a radius up to 3x your spellcraft skill in meters, and dim light for a further 3x spellcraft in meters. and deals heat damage equal to 1/3 your spellcraft or captivation skill on contact. This torch fire does not harm you, your allies or any of your party’s items.
Mastery A
Fire Dancer
When using torch dance, all enemies within your spellcraft in meters gain the On Fire condition, dealing recurring heat damage to each individual victim equal to 1/2 your spellcraft skill at the beginning and end of each of their own turns.
War Dance
(Movement or Primary action: Spell (18); Intimidation Dance Buff; Cost: 2 mana) You perform an intimidating energetic dance that shows the deadliness of your technique. Raise your and your allies strength, melee, intimidation, and toughness skills by 1/5 of your intimidation + 1/5 captivation skill until the end of the encounter. You and your allies cannot gain these effects more than once during an encounter.
Mastery A
Show of Force
When using war dance, it also forces all enemies within line of sight to a contest of their willpower vs your intimidation. If they lose this contest, they take a penalty to their next defense action equal to their margin of loss.
Mastery B
Art of War
When using war dance the buff you give is equal to 1/3 instead of 1/5 of the listed skills.
Mesmerizing Moves
(Move or Secondary action: Spell (18): Gaze Lock Hex; Cost: 2 mana) Your hypnotic movements force the enemy to only be able to look at whoever you direct attention toward. Select a victim within line of sight and another enemy or ally target. This victim is treated as having a limited line of sight that can only see whoever you chose as its target. It can attempt to break this hex at the end of each of its turns by forcing their willpower vs your captivation. Any attempt at targeting someone with an ability that requires line of sight fails, and any action that doesn’t has a penalty equal to your captivation skill until the hex is broken.
Steal the Show
(Optional Passive action: Dance Hex; Cost: 1 stamina) You put extra flourish into your dancing to upstage the competition so badly that it effects their performances. If you’ve performed a dance move during your turn, all enemies within line of sight gain a disadvantage to all dexterity related rolls until the beginning of your next turn.
Interpretive Dance
You learn interpretive dance as an alternative language. While dancing, anyone can decipher your exact meaning as if you were speaking if you each pass a skill check of 15 (Your captivation and their intuition). If you use a dance ability at least once during your turn, you also gain an additional command action during your turn.
Mastery A
Dance Commander
You can use all command actions you know as move actions.
Infectious Rhythm
(Primary action: Dance Mimic Hex; Cost: 1 mana) Select an ally within line of sight. That ally can now use a dance ability you know of your choice until the end of the encounter as a move action.
Tragic Performance
(Primary action: Spell (18); Sound or Dance Mind-control Hex Aura; Cost: 2 mana) All enemies within earshot (Sound) or line of sight (Dance) are forced into a captivation vs willpower contest. If failed, the enemies are heartbroken and lose their will to perform at their best. They take a temporary penalty to all physical skills (Fitness and Dex related) equal to 1/2 their margin of loss until the end of the encounter. If you critically succeed with this spell, the target(s) that failed against that critical begin weeping and gain the staggered condition until the beginning of your next turn.
Mastery A
Tearjerker
Enemies have a disadvantage to resist your tragic performance spell.

Dance Spells

Remnants of a Slain God harbadger