Special Abilities - Spellsinger (WRR)

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Like many other types of characters, spellsingers have several special abilities that reflect the unique advantages their unusual expertise gives them. The higher a spellsinger advances in level, the more powerful these unique talents become.
==Evasion==
Even when a spellsinger is not attempting to cast a spell, her exotic dancing ability can be useful. A dancer 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, a spellsinger is able to reduce her Armor Class by 1 point per level of experience. For example, a 4th-level spellsinger can reduce her base Armor Class of 10 to 6 just by employing her evasion ability.
This dancing is every bit as 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. So a spellsinger with a Constitution of 11 can evade for no more than five consecutive rounds.
After evading, the character 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 attaining 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 evasion.
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 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 her dance. During this time, the spellsinger is of fatigued and, if she is forced to defend herself, 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 soothe her audience, effectively weaving a sleep spell 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 experi-
ence level are immune to this effect. If these conditions exist, an onlooker must make a successful saving throw vs. spell or fall asleep for a number of 10-minute turns equal to the level of the spellsinger. This sleep is not magical, so the victims 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 Die must make their saving throws. On the second round, spectators with 2 Hit Dice must make their saving throws. This pattern continues until either everyone in the audience has made a saving throw, successful 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 using this ability, the character must rest for a number of rounds equal to the length of her dance. The spellsinger is considered to be fatigued while resting. If she is forced to defend herself during this time, she suffers a -2 penalty on all attack rolls and saving throws.