Spellsinger

Ability Requirements :	Dexterity 15
Intelligence 15
Wisdom 15

Prime Requisite:	Dexterity
			Intelligence

Allowed Races:	Human, Half-elf

	A Spellsinger may be of any alignment.
	A Spellsinger with a score of 16 or more in intelligence or dexterity will receive a 5% bonus to his character experience points per each ability.
	A Spellsinger can use the following weapons: Dagger, Staff, Darts, Knives, Dirk, and slings. A Spellsinger can’t wear armors or use shields.
	A Spellsinger have a hit dice of d6, the thaco of wizards, and the saving throws of wizards.
	Spellsingers can use all magical items allowed to wizards.
	Spellsingers must buy the following non-weapon proficiencies when first being created: Dancing, singing.
	
Spell Casting
	The magic employed by spellsingers is unlike that used by any other type og magician. While other wizards must focus their minds carefully and harness their power only by exact control of rituals and gestures, the spellsinger finds power in the exact opposite. The wild dance of a spellsinger serves to free the spirit and open up the character’s mind to the unending power of the cosmos. Only when an absolute state of mental freedom and conscious release is attained can this mystical energy be transformed into the magician’s desired effect.

Selecting a Spell
	Spellsingers are not restricted by the level of the spell they wish to cast as other wizards are. A player who is running a spellsinger simply informs the Dungeon Master that his character is attempting to cast a spell. In reality, however, the chances of failure and the risks associated with working magical spells beyond one’s own level makes this a rare occurrence at best. 
	They are unaffected by the traditionnal limitations on the number of spells that may be memorized and cast in a single day. The only restriction on the number of spells that one of these characters can cast is the rest period required between each dance.

The Magical Dance
	The unusual song and dance of the spellsinger allows the character to slip into an altered state of consciousness. While in this magical trance, the mystical powers of the cosmos flow through the spellsinger and respond to her wishes.
	The maximum number of rounds that a spellsinger can dance is equal to her Constitution score. This is an important consideration,  as longer dances have a greater chance of producing useful magical effects.
	All spells invoked by a spellsinger require verbal (the spelsinger’s song) and somatic (the dance) components only. Spells that normally require material component are generally somewhat easier for a spellsinger to employ. However, spells that normally requires only verbal or somatic component are slightly more difficult for a spellsinger than for a normal wizard.
	While dancing, a spellsinger is oblivious to all thaqt transpires around her. This can make the character vulnerable to attack, as enemies can walk right up to her without being seen. Anyone attacking a dancing spellsinger automatically has surprise so no dexterity bonus or related bonuses applies.
	However, the frenzied motion of the dance makes a spellsinger harder to hit. When dancing, a spellsinger’s base Armor Class is reduced by –1 point for every two levels of experience that the character has attained.
	In addition to the physical bonus to a dancer’s Armor Class, the altered state of a spellsinger’s mind during this ritual provides protection from psionic intrusion as well. Anyone attempting to make mental contact with a dancing spellsinger will find that she has a psychic defense roughly equivalent to the infamous tower of iron will. This defense remains active for as long as the spellsinger continues to dance her magical dance, but collapses the moment her spell is cast and her mind snaps back to reality.

Chance of Spell Failure
	This same unorthodox method of spellcasting makes the magic of these characters less than wholly reliable. No matter how talented a spellsinger might be, there is always the chance that her magic will fail her when the final note is sung.
	Whenever a spellsinger wishes to cast a spell, she must make a check against her dancing proficiency. Several modifiers are applied to this roll, however, because of the unusual nature of the spellsinger’s magic:
		A – 4 penalty is applied to this roll for each level by which the spell exceeds the level of the spellsinger.
		The minimum number of rounds that a spellsinger must dance to invoke magic is equal to the level of the spell being attempted. For every two additional rounds the character dances,  a +1 bonus is applied to the roll.

Interrupting the Dance
	Breaking the concentration of a dancing spellsinger, either by attacking her or by simply halting her dance, is a dangerous thing to do. The moment the spellsinger stops dancing, she must make her proficiency check to see if the spell she was attempting to cast worked or failed. Because of the sudden halt to the dance, an automatic – 4 penalty is applied to the check.
	If the spellsinger has not yet dance a number of round equal to the level of the spell, an additional – 4 penalty is applied for each round that was not danced.

Results of Spell Failure
	Usually, the only thing that happens when a spellsinger character fails her dancing roll is that the magic simply doesn’t take effect. While this can be somewhat anti-climatic, it isn’t harmfull.
	If, however, the modified roll is a 0 or less, the character suffers a catastrophic failure. When this happens, the exact results of the accident are left to the Dungeon Master. The die roll of 0 or – 1 shouldn’t result in an overly hazardous failure, while a roll of – 9 or – 10 ought to indicate disaster.
	If the spell was being used as an attack, failure indicates it struck the spellsinger or one of the allies. If the spell was defensive in nature, the DM can assume that it had either the opposite effect (hence, it made the caster more vulnerable to attack) or served to protect the spellsinger’s enemis from harm. The exact results of other spells will have to be judged based upon the conditions at the time of the failure and the need of the adventure. As an optional rule, you could roll in the table of wild surge in the Tome of Magic to determined the effect randomly.

Rest and Fatigue
	After an attempt to cast spell (either successful or unsuccessful), the spellsinger must rest for a number of rounds equal to the level of the spell she was attempting before she can dance again.
	During this time, the spellsinger is considered to be fatigued. If she is forced to defend herself in this condition, she suffers a – 2 penalty on all attack rolls and saving throws. Her Armor Class is unaffected.

Multiple Dancers
	From time to time, spellsingers attempt to pool their efforts and channel their energies into the casting of a single spell. By attempting this difficult, dangerous exercises, the spellsingers can often work magic that is beyond that of any single one of them.
	When spellsingers opt to dance together, there must be no fewer than three and no more than eight of them. The level and proficiency rating of the spellsingers are assumed to be equal to the least of the dancers.
	Of course, all the dancers must be aware of the spell to be cast, its target or desired effect, and other important elements. Prior to dancing, they must spend one turn (10 minutes) for each level of the spell preparing their dance. As soon as they begin dancing, all normal rules governing the working of their unusual magic apply. This includes fatigue and the possible results of a failed casting attempt.
	The effort of the additional dancers awards the group a +1 bonus per dancer beyond the first to their roll for the success of the spell.
	
Proficiency Group Crossovers: General, Wizard.
	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
1		4		-5		4		4

Spellsingers can’t specialize in any fighting styles but can use the following fighting styles: One-handed and Two-handed.
Wealth Option: 1d4+1 x 10 GP

# Attack Per Round
Spellsinger
Level		# Att/rnd
1-12	1/1
13-24	3/2
25+		2/1

A Spellsinger receive 50 character points to spend on skills from the following list.

30			Access to School[See the Wizard section in Spells & Magic]
5	Abjuration
5	Enchantment/Charm
5	Alteration
5	Illusion/Phantasm
5	Divination
5	Conjuration/Summoning
5/10/15		Armor Access(Light/Medium/Heavy)
5/10//20/25		Combat Bonus(Rogue/Priest/Warrior/Monster thaco)
15/20			Warrior Ability Bonus[See the Priest section in Spells & Magic]
10			Detect Magic[See the Wizard section in Spells & Magic]
10/15			Dispel[See the Wizard section in Spells & Magic]
10			Enhanced Casting Level[See the Wizard section in Spells & Magic]
10/15			Extended Spell Duration[See the Wizard section in Spells & Magic]
10			Followers[See the Wizard section in Spells & Magic]
10+			Immunity[See the Wizard section in Spells & Magic]
10/15/20		Hit Point Bonus(d8/d10/d12)
10+			Priestly Wizard[See the Wizard section in Spells & Magic]
5+			Nonweapon Proficiency Group Crossovers[See the Wizard section in Spells & Magic]
5/7+			Range Increase[See the Wizard section in Spells & Magic]
5			Read Magic[See the Wizard section in Spells & Magic]
5/8			School Knowledge[See the Wizard section in Spells & Magic]
5			Climb Walls(See below)[See the Thief section in Skills & Powers]
10			Detect Illusion(See below)[See the Thief section in Skills & Powers]
10			Detect Magic(See below)[See the Thief section in Skills & Powers]
5			Detect Noise(See below)[See the Thief section in Skills & Powers]
10			Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
5			Hide in Shadows(See below)[See the Thief section in Skills & Powers]
5			Move Silently(See below)[See the Thief section in Skills & Powers]
10			Pick Pockets(See below)[See the Thief section in Skills & Powers]
5/15			Weapon Selection(Thief/All weapons)
15			Weapon Specialization[See the Fighter section in Skills & Powers]
5			Resistance to Sleep and Charm[See the Mage section in Skills & Powers]
10+			Weapon Proficiency Group Crossovers(10 character points per new class)
3/5			Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
3/5			Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1			One Nonweapon Proficiency Bonus
2			One Weapon Proficiency Bonus
4			Familiar(See below)
15			Evasive Dance(See below)
8			Enthralling(See below)
7			Sleep(See below)
2			Able to Specialize in one fighting style (one-handed, two-handed, or two-weapons)
2			Able to Use the Fighting Style Two Weapon
2			Able to Specialize in one Fighting Style
2			Able to Use the Fighting Style Weapon & Shield

Restriction

5	Awkward Casting Method[See the Wizard section in Spells & Magic]
5+	Opposition School[See the Wizard section in Spells & Magic]
3/5	Weapon Restriction[See the Wizard section in Spells & Magic]
5+	Limited Magical Item Use[See the Wizard section in Spells & Magic]
2	Behavior/Taboo[See the Wizard section in Spells & Magic]
5+	Environmental Condition[See the Wizard section in Spells & Magic]
10	Hazardous Spells[See the Wizard section in Spells & Magic]
5+	Supernatural Constraint[See the Wizard section in Spells & Magic]
8	Talisman[See the Wizard section in Spells & Magic]
5/3	Reduced Hit Points(d4/d3)
14	Spell Casting(See below)

Familiar: Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. That’s why, for example, the master can cast a personal spell on a familiar even though normally he can only cast such a spell on himself. To call a familiar, the master must spend a day and used up magical materials that cost 100 GP. A familiar is a magical, unusually though, and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant. The master choose the type of familiar he gets. As the master increases in level, his familiar also increase in power. If the familiar dies, or the master chooses to dismiss it, the master must attempt a save vs. death. If the saving throw fails, the master loses 200 experience points per mage level. A successful save reduce the loss by half. However, a mage’s experience point total can never go below zero as a result of a familiar’s demise. The mage will drop to a minimum of 1 experience point left. A slain or dismissed familiar cannot be replaced for a year. Slain familiars can be raised from the dead just as characters can be, but do not lose a level or a constitution point when this happy event occurs.

 Familiar Table

Familiar		Special Power Gained By The Caster*

Badger	Gain +2 to All Saving Throws vs Charm-like Abilities/Spells
Bat	Gain +2 to Hearing Checks and +1 to All Saving Throws that include Dexterity Bonus
Cat		Gain 20% of/to Move Silently
Chipmonk		Gain +2 to All Saving Throws that include Dexterity Bonus
Dog		Gain +1 to Surprise Rolls and +1 to Hearing Checks
Eagle		Gain +2 to Vision Check
Fox		Gain +2 to All Saving Throws that include Dexterity Bonus
Groundhog		Gain +2 to All Saving Throws vs. Death
Hare		Gain +3 to Hearing Check
Hawk		Gain +2 to Vision Check
Lizard		Gain +20% Climb Walls
Monkey		Gain 20% of/to Pick Pockets
Mouse		Gain 20% of/to Hide In Shadow
Otter		Gain the Proficiency Swimming or +2 to Swimming Checks
Owl		Gain low-light vision, 20% of/to Move Silently
Racoon		Gain 20% of/to Pick Pockets
Rat		Gain +2 to All Saving Throws vs. Death
Raven		Gain 1 additional Spoken Language (Non-animal/monster)
Skunk		Gain Immunity to Musk Attacks
Snake(Tiny)		Gain Poisonous Bite (Poison Type A)
Snake(Small)
Constrictor		Gain 10% of/to Move Silently
Squirrel		Gain +2 to All Saving Throws that include Dexterity Bonus
Toad			Gain +1 to Constitution Score
Weasel		Gain +2 to All Saving Throws that include Dexterity Bonus
* The Familiar must be within one mile for the caster to receive these powers.

Familiar Special Abilities

Master		Natural
Class Level                Armor          Intelligence	Special
1-2                                +1                   6  		Alertness, Improved Evasion, 
							Share Spells,Empathic Link
3-4                                +2                   7		Touch
5-6                                +3                   8		Speak with Master
7-8                               +4                    9		Speak with Animal of its Type
9-10                             +5		10
11-12                           +6                   11		Spell Resistance
13-14                           +7                  12		Scry on Familiar
15-16                           +8                  13
17-18                           +9		14
19 +                            +10		15

	Hit Dice : Treat as the master’s level (for effects related to Hit Dice). Use the fasmiliar’s normal total if it is higher.
	Hit Points : One-half the master’s total or the familiar normal total, whichever is better.
Natural Armor : This number improves the familiar >s AC. It Represents a familiar=s preternatural Toughness.
Intelligence : The Familiar=s Intelligence Score. Familiar Are as smart as people (tough not necessary as smart as smart people).
Alertness : The presence of the familiar sharpens its master=s senses. While the familiar is within arm=s reach, The master gain the Alertness nonweapon proficiency.
Improved Evasion : If the familiar is subjected to an attack that normally allows a saving throw to receive only half damage by dodging it, the familiar takes no damage on a successful save and half damage if failed.
Share Spells : At the master=s option, he may have any spell he cast on himself also affect his familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if it moves farther than 5 feet away. The spell=s effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. Additionnaly, the master may cast a spell with a target of Acaster= on his familiar (as a touch spell) instead of on himself. The master and familiar can share spells even if the spells normally do not affect creatures of the familiar=s type (magical beast).
Empathic Link : The master has an empathic link with the familiar out to a distance of up to one mile. The master cannot see trough the familiar=s eyes, but the two of them can communicate telephatically. Note that the low intelligence of a low-level master=s familiar limits what it is able to communicate or understand, and even intelligent familiars see the world differently from humans. Because of the empathic link between the familiar and the master, the master has the same connexion to an item or place that the familiar does. For instance, if his familiar has seen a room, a master can teleport to that room as if he has seen it too.
Touch : If the master is 3rd level or higher, the familiar can deliver touch spells for the master. When the master cast a touch spell, he can designate his familiar as the Atoucher@. (The master and familiar must be in contact at the time of casting). As normal, if the master casts another spell, the touch spell dissipate.
Speak with Animal of its Type : The Familiar can communicate with animals of approximately the same type as itself (including dire variants): bats and rats with rodents, cats with felines, hawks and owls and ravens with birds, snakes with reptiles, toads with amphibians, weasels with creature of the mustelidae family (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). The communication is limited by the intelligence of the conversing creatures.
Speak with Master : The familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication with out magical help.
Spell Resistance : If the master is 11th level or higher, the familiar gains spell resistance equal to the master=s level + 5.
Scry : If the master is 13th level or higher, the master may scry on the familiar (as if casting the spell scrying) once per day. This is a spell-like ability that requires no material components or focus.

Evasive Dance: Even when a spellsinger is not attempting to cast a spell, her exotic dancing ability can be useful. A dnacer can become an almost impossible target when her attention is fixed on avoiding injury instead of weaving magic. To employ this ability, the spellsinger must be aware that she is under attack and have at least a 20-foot-diameter area in which to dance.
	When attempting to evade an attack, as spellsinger is able to reduce her Armor Class by 1 point per level of experience.
	This dance is every bit taxing as spellcasting. Because the spellsinger is unable to lose herself in the dance, she feels the fatigue of her frenzy even more so than when in the throes of magic. Hence, the maximum number of rounds a spellsinger can evade attacks is equal to half her Constitution score, rounded down.
	After evading, the chaarcter must rest just as after attempting a magical spell: a number of rounds equal to the number of rounds the character has been dancing. During this time, the spellsinger is considered to be fatigued. If she is forced to defend herself in this condition, she suffers  a – 2 penalty on all attack rolls and saving throws.

Enthralling: Upon reaching the 6th level of experience, a spellsinger can use her exotic dancing and seductive singing to enthrall onlookers. This effect is similar to the casting of the 2nd-level priest spell of the same name. The spellsinger cannot use this power while attempting to cast a spell or use another special ability such as evasive dance.
	Anyone watching the dancing spellsinger when she is attempting to enthrall her audience must make a successful saving throw vs. spell or be unable to do anything but watch the dancer for the duration of her performance. This trance continues for a number of rounds equal to half the spellsinger’s level, rounded down, following the dance
	Because of the haunting nature of the spellsinger’s motions and sounds, the audience need not to understand the language that she sings in to fall under her spell. However, if her words are understood, the victim suffers a – 4 penalty to his saving throw.
	Other modifiers apply to the check as well. If the character attempting to resist becoming enthralled is of the same gender as the dancer, a +2 bonus is allowed. If the onlooker is of the opposite sex, the die roll is subject to a –2 penalty. If the subject knows and dislikes the spellsinger or is aware that she is attempting to enthrall him, a +4 bonus is allowed on the save (not cumulative).
	After attempting to enthrall her audience, the spellsinger must rest for a number of rounds equal to the length of the dance. During this time, the spellsinger is considered to be fatigued. If she is forced to defend herself in this condition, she suffers  a – 2 penalty on all attack rolls and saving throws.

Sleep: A spellsinger who has attained the 10th level of experience can use her dances and songs to smoothe her audience, effectively weaving a sleep over them. To fall victim to this enchantment, a character must be able to clearly hear the song and see the dance of the spellsinger. Further, the victim must have fewer Hit Dice than the spellsinger. Those of an equal or greater experience level are immune to this effect. If these conditions exist, an onlooker must make a saving throw vs. spell or fall asleep for a number of 1 turn per level of the spellsinger. This sleep is not magical, so the victim can be awakened normally.
	The duration of this dance can vary with the situation. However, the maximum number of rounds the spellsinger can sustain this dance is equal to the level of the dancer. The first round of dancing, all onlookers with up to 1 Hit Dice must make their saving throws. On the second round, spectators with 2 hit dice must make their saving throws. This patterns continues until either everyone in the audience has made a saving throw, succeeful or not, or the spellsinger halts her dance.
	Onlookers who feel they are in danger or are otherwise uncomfortable (for example, in pain from a wound) make their saving throws with a +4 bonus. Those who understand the words of the spellsinger’s  song suffer a –2 penalty.
	After attempting to enthrall her audience, the spellsinger must rest for a number of rounds equal to the length of the dance. During this time, the spellsinger is considered to be fatigued. If she is forced to defend herself in this condition, she suffers  a – 2 penalty on all attack rolls and saving throws.

Spell casting: You receive all benefits and restrictions listed under the following title shown in the upper section of this page: Spellcasting, Selecting Spell, The Magical Dance, Chance of Spell Failure, Interrupting the Dance, Results of Spell Failure, Rest and Fatigue, and Multiple Dancers.

Thief Ability: To determine a spellsinger’s % chance in a thieving skill that he has
bought as a class ability, see below:
			Find/
SpellsingerPick 	Open	Remove	Move	Hide In	  Detect	Climb	Read			
Level	Poclkets	Locks	Traps	Silently	Shadows  Noise	Walls	Languages  Appraisal  Tunnelling
1	15	10	5	10	5	  15	60	5	      10	         	15
2	20	15	10	15	10	  20	65	10	      15		20
3	25	20	15	20	15	  25	70	15	      20		25
4	30	25	20	25	20	  30	75	20	      25		30
5	35	30	25	30	25	  35	80	25	      30		35
6	40	35	30	35	30	  40	85	30	      35		40
7	45	40	35	40	35	  45	90	35	      40		45
8	50	45	40	45	40	  50	95	40	      45		50
9	55	50	45	50	45	  55	99	45	      50		55
10	60	55	50	55	50	  60	99	50	      55		60
11	65	60	55	60	55	  65	99	55	      60		65
12	70	65	60	65	60	  70	99	60	      65		70
13	75	70	65	70	65	  75	99	65	      70		75
14	80	75	70	75	70	  80	99	70	      75		80
15	85	80	75	80	75	  85	99	75	      80		85
16	90	85	80	85	80	  90	99	80	      85		90
17	95	90	85	90	85	  95	99	85	      90		95
18	99	95	90	95	90	  99	99	90	      95		99
19	99	99	95	99	95	  99	99	95	      99		99
20	99	99	99	99	99	  99	99	99	      99		99

SpellsingerEscape	Detect	Detect		Forge		Sign		Identify
Level	Bonds	Magic	Illusion	Bribe	Documents	Language	Runes
1	10	5	10	5	10		15		10
2	15	10	15	10	15		20		15
3	20	15	20	15	20		25		20
4	25	20	25	20	25		30		25
5	30	25	30	25	30		35		30
6	35	30	35	30	35		40		35
7	40	35	40	35	40		45		40
8	45	40	45	40	45		50		45
9	50	45	50	45	50		55		50
10	55	50	55	50	55		60		55
11	60	55	60	55	60		65		60
12	65	60	65	60	65		70		65
13	70	65	70	65	70		75		70
14	75	70	75	70	75		80		75
15	80	75	80	75	80		85		80
16	85	80	85	80	85		90		85
17	90	85	90	85	90		95		90
18	95	90	95	90	95		99		95
19	99	95	99	95	99		99		99
20	99	99	99	99	99		99		99