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===Spellcasting=== Spellsingers, as stated, use the act of dancing to achieve a euphoric state in which they can tap into the powers of magic and draw them forth. Spellsingers have no specific spell list; they can attempt to cast '''any''' spell, whether it is [[wizard]], [[cleric]], [[druid]] or other, with the only restriction being that they cannot cast spells from the Schools of [[Necromancer|Necromancy]] or [[Evoker|Evocation]]. They can cast as many times as they like per day, beyond the need to deal with fatigue, and can even attempt to cast spells beyond their level - although this is dangerous and very likely to backfire! A spellsinger can maintain a "Dance of Spellcasting" for a number of rounds equal to her [[Constitution]] score - this means you need a minimum of Constitution 9 to be able to cast a 9th level spell, since all spells require a number of rounds spent dancing equal to their spell level. During a Dance of Spellcasting, a spellsinger's combination of constant motion and mental state combine to give her enhanced defenses. A spellsinger's AC is dropped by -1 for every 2 spellsinger levels whilst in the throes of a Dance of Spellcasting, and she also benefits from the effects of Tower of Iron Will if attacked by [[psionics]] whilst performing her dance. To cast a spell, a spellsinger must dance for a number of rounds equal to the spell's level, and then make a Dancing proficiency check. If her spellsinger level is not equal to the level of the spell she is seeking to cast, she suffers a -4 penalty per level of difference. If the Dance of Spellcasting is interrupted by successfully striking the spellsinger or otherwise halting her in mid-dance, she still makes the proficiency check, but with a -4 penalty -- plus another -4 penalty per minimum round missed, if any (so, if she was attempting to cast a 5th level spell but only danced for 3 rounds before being interrupted, she suffers a whopping ''-12 penalty''). On the other hand, if she dances ''longer'' than she needs to, she gains a +1 bonus to the check per two extra rounds danced. If the proficiency check succeeds, the spell goes off. If it fails, it doesn't. But if the result of the roll is a 0 or less, the spellsinger gets a Critical Failure, which means the spell goes off - but goes terribly wrong. An attack spell affects the spellsinger or an ally, a defense spell is applied to an enemy or inverts itself, basically whatever the DM feels is an appropriate twist. Spellsingers also have the ability to pool their efforts, whereupon a group of three to eight spellsingers can attempt to cast the same spell as a collective unit - which, of course, requires they all know of the important details (the spell to cast, its target, etc) and agree to do it. When doing this, the group uses the ''lowest level/proficiency rating'' of its members, so if you have two 12th level spellsingers and a 4th level one, the pool collectively counts as a single 4th level spellsinger. For obvious reasons, spellsinger pools tend to be made up of spellsingers with little-to-no level gap. Before the pool can cast, they must spend one 10-minute turn per level of the desired spell preparing themselves for what they are about to do. Once they start dancing, all of the normal rules for spellsinger casting apply - what's unique is that the final proficiency check gains a +1 bonus for every additional spellsinger in the group beyond the leader. So a maximum band of eight spellsingers grants a +7 bonus to the spellcasting check. [[Category: Dungeons & Dragons Classes]]
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