Dance Spells

Fire 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: 2 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 Dance
(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.
Devil Dance
(Boosts Demonpact abilities, to be filled later)
Sacred Steps
Dance Off
Torch Dance
War Dance
Mesmerizing Moves
Dance Troupe
Steal the Show
(Passive action: Dance Hex) Your dancing upstages 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.
Interpretive Dance
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.

Dance Spells

Remnants of a Slain God harbadger