Song Magi

The song magi is a magi archetype that instead of harnessing the elements of nature, favor the arts of performance.

### **Diminished Spellcasting**

A song magi gains one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if they are domain spells or if her Charisma allows bonus spells of that level.

### **Combat Mastery**

Song Magi have sacrificed the study of mana and magic to attain mastery of the martial arts instead. This ability allows the magi to wear light armor without affecting their ability to cast spells.

at 10th level they can use medium armor.

This ability also grants them proficiency with all simple and martial weapons but not shields.

A magi of dance, act, oratory or comedy may count their levels as fighter levels equal to their magi level -4 for the purposes of attaining combat feats.

This ability replaces replaces Mana Mastery

### **Artist**

At first level, the song magi may select a performance skill. this skill becomes a class skill for the song magi.

### **High Artistry**

Starting at 4th level the song magi picks a second performance type, this performance becomes a class skill and the magi may learn one of the artes offered by the performance type chosen, or by the performance type chosen for the Artist feature from the list below. Every 4 levels thereafter the magi can learn a new high artistry ability. These abilities incur a mana cost when used rather than a limit per day.

At 10th level, the song magi may pick a third performance type. Selecting a performance type grants the associated performance skill as a class skill.

Starting at 12th level, the magi automatically gains the free ability of their initial performance selection, they need not select it with their 12th level arte choice. They do not, however, gain the free ability of their arte chosen at 10th level.

Also, at 4th, 12, and 20th the song magi may select a bonus feat. They need not meet the BAB requirements for combat feats.

Magi of Dance, Act, Comedy, and Oratory may choose a combat feat. Magi of Keyboard, Percussion, String, Wind and Song may choose a bonus feat from the bonus feat list of the wizard class.

This ability replaces high magic.

### **Affinity Field**

Starting at 6th level, the magi may project an aura that protects the magi from damage based on their chosen performance type, this field can be activated as a standard action. The field absorbs incoming damage similar to a *stoneskin*spell of a specific damage type based on the performance type chosen at activation. All allies within range take reduced damage from the listed damage type equal to 1/2 of the magi's level up to a total cumulative amount of damage of 25 + 20 per magi level per day. This damage reduction is calculated before each individual allies own Damage Reduction and Energy Resistances.

Affinity Bonus
 Act
 Comedy
 Oratory
 String
 Wind
 Percussion
 Song

This effect can be dismissed as a free action, and reactivated with a different available performance type chosen, but only if it is one of the performances chosen at 4th and 10th level.

When it is reactivated the total damage it has absorbed does not reset until the magi has rested enough to restore their daily spells and abilities.

Incoming damage of more than one type (such as claws bludgeoning/piercing damage type) is absorbed normally as long as the chosen performance covers at least one of the damage types listed by the attack, however abilities that incorporate *divine, holy* or *unholy* damage (such as flame strike or hellfire or a holy/unholy weapon) are treated as described in their own descriptions.

This ability alters affinity field.

## High Artes

This is the list of high arte abilities the song magi may select.

### 4th Level

The magi may select these at level 4 and higher.

#### **Dance**

**Battle Dance (Ex):**Activating this high arte is a swift action and costs 1 mana per minute. The mana amount must be chosen at the time of use. While active the Magi is considered to have 3/4 BAB growth, however his caster level for spells and other high arts for the duration is reduced by 2.
Battle dance can be dismissed as a free action by the magi at any time, however any mana spend for unused minutes is not refunded**.**

**Sky Samba (Ex):**Activating this high arte is a swift action and costs 1 mana per round. The mana amount must be chosen at the time of use. While active the magi's weapons and the weapons of his allies in 15 feet gain *shocking.*At 8th level, the weapons gain *shocking burst* instead and at 12th level they gain both *shocking*and *shocking burst*. The maximum mana allowed to be spent on this high arte is equal to the magi's caster level.

#### **Act**

**Routine of the Inquisitor (Ex):**Only one routine may be active at a time. Activating this high arte is a full-round action but it can be dismissed as a free action. When the magi activates this routine their BAB growth and Saving Throw growth is treated as if they are an Inquisitor until it is dismissed. Activating a routine costs 1 mana.

At 8th level, this routine also grants the magi the *Bane* special ability of the inquisitor treating their magi level as the inquisitor level. Canceling the routine and reactivating it do not restore uses/day of acquired abilities.

At 12th level, this routine grants the magi the *Stalwart*special ability of the inquisitor.

**Routine of the Rogue (Ex):**Only one routine may be active at a time. Activating this high arte is a full-round action but it can be dismissed as a free action, When the magi activates this routine, their BAB growth and Saving Throw growth is treated as if they are a rogue until it is dismissed. Activating a routine costs 1 mana.

At 8th level, this routine also grants the magi the *Evasion*special ability.

At 12th level, this routine also grants the magi the *Uncanny Dodge*and *Improved Uncanny Dodge*abilities.

#### **Comedy**

**Gag Gag (Su):** Activating this high arte costs 1 mana. When activated, the magi may select a number of targets up to their caster level within 30-feet . The magi can only target creatures with which they share a known language with. These targets become nauseated for 1 round. On their following round they must make a Fortitude save (DC = 10 + 1/2 magi caster level + magi CHA modifier) or remain sickened for 1d4 rounds.

**Laugh Attack (Su):**Activating this high arte costs 1 mana. When activated, the magi may select a target within 30-feet . The magi can only target creatures with which they share a known language with. When activated the magi makes a caster level check + the magi's Charisma modifier vs a target's CMD to trip. Also the target must make a Will save (DC = 10 + 1/2 magi caster level + magi CHA modifier) or lose their ability to make an immediate or swift action until the end of their next turn.

#### **Oratory**

**Ancestor's Shout (Su):** Activating this high arte costs 1 mana. Each round the magi may maintain the effect for 1 mana as a swift action. When activated the magi's BAB is treated as if they a number of levels higher equal to the magi's Charisma modifier.

**Warding Address (Su):** Activating this high arte costs 1 mana. When activated the magi and allies able to hear them gain +1 to their AC as a shield bonus per 4 magi levels (to a maximum of +5 at level 20) for 1 round per magi level.

#### **Keyboard**

**Air Keys (Su):** Activating this high arte costs 1 mana. When activated magical keys appear in the air around the magi effectively creating a keyboard instrument for the magi. This keyboard remains until the magi dismisses it. While the magi is using this keyboard they gain the *fascinate*ability of the bard using their magi level as their bard level and their mana pool as bardic rounds.

**Subtle Strokes (Su):**Activating this high arte costs 1 mana per affected creature. If the Magi is using the *air keys*ability they may activate this arte for 1/2 of the total cost (rounded up). Activating this arte is a full-round action. Each round as a full-round action the magi may maintain this ability without spending any mana. While this ability is active, all allies able to see and hear the magi regain 1 mana per round. Each day this ability can only restore a maximum amount of mana to any one creature equal to the magi's level, regardless of the magi who used it. If a higher level magi uses this ability after a lower level magi has already used it, the higher level magi can only restore mana equal to the difference between the levels of the two magi.

#### **Percussion**

**War Beat (Su):**Activating this arte costs 1 mana. This arte can be maintained each round as a swift action at the cost of 1 mana. While active, allies who can see and hear the magi gain a +1 morale bonus to attack and damage for every four of the magi's caster levels. (To a maximum of +5 at level 20)

At 8th level, maintaining this performance is a free action.

**Intimidation (Su):**Activating this art costs 1 mana. This arte can be maintained each round as a swift action at the cost of 1 mana. Enemies who can see and hear the magi take a -1 penalty to attack and damage for every four of the magi's caster levels. (To a maximum of -5 at level 20).

At 8th level, maintaining this performance is a free action.

#### **String**

**Painful Trill (Su):**Activating this arte costs 1 mana. One creature takes 1d10 sonic damage +1 per magi's caster level. A successful Fortitude save halves this damage. (DC = 10 + 1/2 magi level + magi's Charisma modifier)

**Reverberation (Su):** Activating this arte costs 1 mana and this effect lasts for 1 minute per magi level. *deafened* and *blind*creatures are subject to the magi's artes for as long as this ability is active.

#### **Wind**

**Dragon Pipes, Lesser (Su):** Activating this high arte costs 1 mana per hit dice of the wyrmling chosen. When activated the magi can summon a chromatic or metallic wyrmling dragon to aid him for a number of rounds equal to 1/2 of the magi's caster level.
At 8th level, the magi may summon an imperial or primal wyrmling dragon instead. Activating this ability is a full-round action.

**Call of the Planes (Su):**Activating this high arte costs 1 mana. As a swift action, the magi may maintain this ability each round for 1 mana costs. While active all alies who can see and hear the magi have their caster level increased by an amount equal to the magi's Charisma modifier when determining the duration of summon creature spells and abilities.

At 8th level maintaining this performance is a free action.

#### **Song**

**Faebane Melody (Su):** Activating this high arte costs 1 mana. As a swift action the magi can maintain this arte at the cost of 1 mana per round. While active, allies who can see and hear the magi have their weapons considered to be cold iron for the purpose of bypassing damage reduction. Additionally, these allies gain a +2 bonus to Will saves against Charm and Compulsion effects.
At 8th level the magi may maintain this ability as a free action.

**Song of Fire (Su):**Activating this high arte costs 1 mana, As a swift action the magi can maintain this arte at the cost of 1 mana per round. While active the magi gains Fire Resistance 10 + 1 per magi level, and gain a bonus to attack and damage rolls equal to their Charisma modifier when attacking creatures with the Fire subtype.

At 8th level the magi may maintain this ability as a free action.

### 8th Level

These high artes are available after 8th level

#### **Dance**

**Witch Dance (Ex):**Activating this high arte is a swift action and costs 2 mana per minute. The mana amount must be chosen at the time of use. While active the Magi adds their Charisma modifier to their AC against melee and ranged touch attacks for spells and supernatural abilities. This is not applied to the touch attacks for firearms, incorporeal creatures or similar non-magical sources.

**Dancer's Grace (Ex):**This high arte cannot be activated, learning this high arte grants a passive feature to the magi. When this high arte is learned, the magi may use their Charisma Modifier in place of their Strength modifier when determining weapon attack and damage.

#### **Act**

**Routine of the Cleric(Ex):**Only one routine may be active at a time. Activating this high arte is a full-round action but it can be dismissed as a free action. When the magi activates this routine their BAB growth and Saving Throw growth is treated as if they are a Cleric until it is dismissed. Activating a routine costs 1 mana.

At 12th level, this routine grants all *cure wounds* spells the ability to be spontaneously cast, regardless of the alignment of the magi.

At 16th level, this routine grants the magi the *Channel Energy*special ability of the Cleric. Evil magi channel negative energy and good magi channel positive energy. Neutral magi may choose at the time of activating this ability.

**Master of Routines (Ex):**This high arte cannot be activated, learning this high arte grants a passive feature to the magi. When this high arte is learned the magi has their effective magi level increased by 4 for the purposes of granting the effects of Routine artes.

#### **Comedy**

**What?(Su):** Activating this high arte costs 2 mana. When activated, the magi may select a number of targets up to their caster level within 30-feet . The magi can target any creature as long as it does not have less than 3 intelligence, even if they do not share a language with the targets. All targets must make Will save (DC = 10 + 1/2 magi caster level + magi CHA modifier) or become *confused* for 1 round per magi level.

**Stand-up (Ex):**This high arte cannot be activated, learning this high arte grants a passive feature to the magi. Learning this high arte grants the magi the *defensive combat training* feat as a bonus feat. If the magi already knows this feat, the magi's Charisma modifier is added to their CMD in addition to their Strength/Dexterity modifiers.

#### **Oratory**

**Call of Frost (Su):** Activating this high arte costs 2 mana. Each round the magi may maintain the effect for 2 mana as a swift action. When activated the magi is granted an icy 5-ft aura. Creatures in the aura must make a Fortitude save or be staggered for 1 round upon entering the aura and each time they begin their turn in the aura. (DC = 10 + 1/2 magi caster level + magi CHA modifier).

At 12th level, this aura grants the magi's weapon the *icy* ability, and it may be maintained as a free action.

At 16th level, creatures within the aura take 1d8 points of cold damage per four magi levels if they start their turn within the range of the aura. If they succeed in the Fortitude save the damage is halved.

**Deeper Meaning (Ex):** This high arte cannot be activated, learning this high arte grants a passive feature to the magi. Upon learning this high arte, the magi adds their Charisma modifier to all Will saves.

#### **Keyboard**

**Healing Waves** **(Su):** Activating this high arte costs 2 mana. When activated creatures within 30 feet of the magi who are able to see and hear the magi are healed for 1d6 + 1 damage per magi level. *Air Keys* must be active to use this ability.

**Field of Sound (Ex):** This high arte cannot be activated, learning this high arte grants a passive feature to the magi. When activating *Air Keys*, the magi gains a *barrier of force* that prevent damage to the magi so long as they do not move. This barrier has 5 hit points per magi level.

#### **Percussion**

**Hammer of the Elements (Su):**Activating this high arte costs 2 mana. When cast, the magi rolls a d4. This d4 determines the energy type. (1 = fire; 2 = cold; 3 = acid; and 4 = electricity). One target within 10 feet per magi level of the magi is pounded down upon by a pillar of the respective element inflicting 1d6 points of damage of that energy type per two magi levels for a maximum of 10d6 at level 20.
Starting at level 12, the magi can *empower* this ability at the cost of an additional 2 points of mana.

**Might of the Earth (Ex):**This high arte cannot be activated, upon selecting this high arte the magi is granted a passive class feature. If the magi selects this ability at 8th level, the magi gains a +4 bonus to their base Strength. this bonus is untyped.

If this ability is selected at 12th level, it instead grants a bonus to Constitution.

#### **String**

**Ebo's Fourth Piece (Su):**Activating this arte costs 2 mana. When activated the magi selects a target within 20 feet, this target must make a Fortitude save or be stunned for 1d4 rounds. (DC = 10 + 1/2 magi level + magi Charisma modifier)
At 12th level, this high arte inflicts 1d4 points of sonic damage per magi level upon failing the Fortitude save.

**Cadence Mastery (Ex):** This high arte cannot be activated. Upon selecting this high arte the magi is granted a passive class feature. Whenever the magi uses an arte that inflicts sonic damage. They may apply a metamagic feat to the ability by sacrificing a daily spell slot equal to the level adjustment of the metamagic feat in question. (i.e, the magi may apply *quicken spell* to Ebo's Fourth Piece by sacrificing a 4th level spell slot.)

#### **Wind**

**Shadowtide (Su):** Activating this high arte costs 2 mana and requires a full-round action. When activated the magi summons 1d4+2 greater shadows to assist them in battle for a number of rounds equal to 1/2 the magi's caster level.

**Extraplanar Field (Ex):**This high arte cannot be activated, upon selecting this high arte the magi is granted a passive class feature. The magi gains a dodge bonus to AC and a misc. bonus to Saves equal to their Charisma modifier against the spells and attacks of non-native outsiders. This bonus is increased by +2 against the spells and attacks of creatures summoned with creature summoning spells an abilities except for those called via *gate, miracle, limited wish* or *wish*spells.

#### **Song**

**Songblade (Su):**Activating this high arte costs 2 mana. As a swift action the magi can maintain this ability each at the cost of 2 mana. One weapon held by the magi, or one weapon nearby that is not being held by a creature takes on a life of its own. It gains 3/4 Base Attack Bonus based on the magi's caster level, and uses the magi's Charisma modifier in place of Dexterity or Strength modifiers for attack and damage.. The weapon can only attack as part of the magi's standard action or as a full-round action by the magi as if the magi was equipped with the weapon, but this frees the magi's hands for the purposes of casting spells, using items, drinking potions, etc.

At 12th level the magi may use this ability to dual wield as if the magi had the *two-weapon fighting* feat, and the ability can be maintained as a free action.

At 16th level the magi may use this ability to dual wield as if the magi had the *improved two-weapon* fighting feat. (if Feat Tax is used, use greater two-weapon fighting at this level instead of at 20th)

At 20th level the magi may use this ability to dual wield as if the magi had the *greater two-weapon* fighting feat.

These feats are not granted as a bonus feat and therefore do not meet the conditions for the magi to use their feats gained at level up to gain feats that have these as a pre-requisite. Rather the magi has all the lessened penalties and bonus attacks as if they had the feats.

**Hunter's Song (Ex):** This high arte cannot be activated. Selecting this high arte grants the magi a passive class feature. Upon learning this high arte, the magi gains the favored enemy ability found on Table: Ranger Progression in the Core Rule Book. The magi gains new favored enemy types and favored enemy upgrades equal to a ranger whos level is 7 levels lower than that of the magi. Additionally the bonus granted by the favored enemy ability is added to the caster level checks made to overcome spell resistance against creatures of the selected type.

### 12th Level

These abilies are available the magi starting at 12th level.

#### **Dance**

**Jig of the Elements (Su):**Activating this high arte is a swift action and costs 3 mana per minute. The mana amount must be chosen at the time of use. While active the Magi is granted resistance to either Fire, Cold, Electricity or Acid equal to 12 + their magi level.

Starting at 16th level, the magi can grant this resistance to allies within 10 feet for 1 additional mana per minute.

**Flourish (Su):**Activating this ability is a standard action and costs no mana. This ability can only be activated while a sustained arte is active. When activated the magi's sustained action immediately ends and they regain 1/2 of the total mana spent on the ability.

**(Free Ability) Ramba of Ruin (Sp):**At 12th level, dance magi automatically gain this ability. Using this arte requires 10 minutes. When used within a dungeon that has either a dead or captured djinni, the dungeon begins to fall apart. The rubble does not harm the magi and is magically avoided regardless of size, weight or trajectory. After the dungeon falls to pieces the magi gains one *Mystic Charge*, mystic charges are used to activate 20th level artes, and to raise new dungeons.

#### **Act**

**Routine of the Warrior (Ex):**Only one routine may be active at a time. Activating this high arte is a full-round action but it can be dismissed as a free action. When the magi activates this routine their BAB growth and Saving Throw growth is treated as if they are a Warrior npc until it is dismissed. Activating this routine costs 3 mana.

At 12th level, this routine grants the magi a temporary bonus to their Strength score equal to their Charisma Modifier.

At 16th level, this routine grants the magi 2 temporary hit points per Magi level. These hit points do not restore lost hit points due to damage, but instead act as a buffer on any further damage they would take until it is depleted.

**The King's Guard (Ex):**Activating this high arte costs 3 mana. When activated, armor materializes around the magi. This armor has 1 AC per two magi levels (to a maximum of 10 AC at lvl 20). The armor does not slow the magi, and has a maximum dexterity bonus equal to its AC but does not have a check penalty. The armor lasts for 1 minute per magi level.

**(Free Ability) Circulari (Ex):**At 12th level, act magi automatically gain this ability. Using this arte requires 10 minutes. When used within a dungeon that has either a dead or captured djinni, as the magi encircles the ruins of the dungeon, it begins to sink into the earth leaving natural terrain in its place, and the magi gains one *Mystic Charge*, mystic charges are used to activate 20th level artes, and to raise new dungeons.

#### **Comedy**

**Cloak and Dagger (Ex):** Activating this ability costs 3 mana. This ability can be sustained for 3 mana per round as a swift action. While active the magi is treated as having Sneak attack with damage equal to the damage of a rogue's sneak attack of the same level as the magi. Additionally, the magi gains a circumstance bonus to their stealth skill equal to their magi level for the duration of the arte.

At 16th level, maintaining this performance is a free action.

**Laugh It Off (Su):** Activating this arte costs 3 mana. This ability can be activated as an immediate action. When activated the magi makes a caster level check to dispel all negative magical effects on themselves with the same DC as the DC is to dispel with a *greater* *dispel magic*spell, using the magi's caster level and Charisma modifier. This ability cannot be used by a magi who is *helpless.*

**(Free Ability) Earth Smile (Ex):**Magi of Comedy gain this ability automatically at 12th level. Using this ability takes 10 minutes. When this ability is activated within the remains of a dungeon with a dead or captured djinn, the dungeon dissolves into a massive grinning face in the ground, and then fades out. If used successfully the magi gains one Mystic Charge. Mystic Charges are used in 20th level artes and for raising new dungeons.

#### **Oratory**

**Call of the Roc (Su):** Activating this high arte costs 3 mana. Each round the magi may maintain the effect for 3 mana as a swift action. When activated the magi is granted a fly speed of 30 feet with good maneuverability, and 3/4 BAB progression.

At 16th level, the arte has the additional effect of granting the magi a *rend*ability that is activated if they make any attack action that has two or more attacks. This ability inflicts 1d8 precision damage per attack, but only if every attack hits, also maintaining the performance becomes a free action

At 20th level, the precision damage of the *rend* is increased to 1d10.

**The Hunter's Poem (Ex):** Activating this art costs 3 mana. When activated, allies who can see and hear the magi gain the *pounce*ability for 1 round per four magi level.

At 16th level, this arte has the additional effect of granting allies who can see and hear the magi the benefits of the *uncanny dodge*ability.

At 20th level, this arte additonally grants all affected allies a +4 circumstance bonus to damage rolls on attacks.

**(Free Ability) Riddle of Antiquity (Ex):**This ability is automatically gained by a magi of oration at 12th level. When used in the remains of a dungeon with a dead or captured djinni, the dungeon is dismantled and the magi gains a *Mystic Charge;*Mystic charges are used to activate 20th level artes, and to raise new dungeons.

#### **Keyboard**

**Soloist's Bravado (Su):** Activating this arte costs 3 mana. When activated the magi selects one medium or small-sized ally. For 1 round per magi level, whenever the target threatens an enemy, they gain a +1 bonus to their AC, Saves, and Attack rolls. This bonus is increased by +1 for each additional enemy within the threat range of the target. However it is reduced by -2, and can become a penalty for each ally that threatens an enemy that they threaten. (i.e.: If the taget of this arte is threatening enemies 1, 2 and 3, they gain a +3 bonus. But if another ally is also threatening enemy 1, the target gains a +2 bonus for enemies 2 and 3 and a -2 penalty for the ally threatening enemy 1 for a total bonus of 0.)

Creatures threatened by *snap shot*do not grant a bonus or a penalty. Enemies with a swarm subtype do not grant a bonus.

Starting at 16th level, this ability can be used on large allies.

Starting at 20th level, the penalty for each ally threatening enemies that the target threatens is reduced to -1 per ally.

**Listless Anthem (Su):** Activating this arte costs 3 mana. When activated a number of allies up to the magi's caster level gain the effects of *haste* and *evasion* for 1 round per two magi levels.

**(Free Ability) Anthem of Annihilation (Ex):**This ability is automatically gained by a keyboardist magi at 12th level. When used in the remains of a dungeon with a dead or captured djinni, the dungeon is dismantled and the magi gains a *Mystic Charge;*Mystic charges are used to activate 20th level artes, and to raise new dungeons.

#### **Percussion**

**Circle of Fire (Sp):** Activating this arte costs 3 mana. Activating this arte is a standard action. When activated a circle of flames appears in the air in front of the magi with 8 dancing charges. As a swift action the magi may launch one or more of these projectiles as a ranged touch attack at an enemy within 20 feet + 5 feet per magi caster level. Only one target can be selected per swift action used to launch the projectiles. These projectiles inflict fire damage equal to 1d6 + the magi's Charisma modifier. This ring of fire remains until all charges are depleted.

**Circle of Sound (Su):** Activating this art costs 3 mana. When activated, a field of sonic energy appears before the magi. This barrier lasts for 1d4+1 rounds, and negates projectiles from the direction they are facing at the end of each round. This field cannot negate projectiles created by spells except for those that are force-based, likewise it cannot negate projectiles fired from a weapon with a +4 enhancement bonus or higher

At 20th level the field negates projectiles from all directions.

**(Free Ability) Hammers Down (Ex):**This ability is automatically gained by a magi of percussion at 12th level. When used in the remains of a dungeon with a dead or captured djinni, the dungeon is dismantled and the magi gains a *Mystic Charge;*Mystic charges are used to activate 20th level artes, and to raise new dungeons.

#### **String**

**Caught in the Web (Su):**Activating this arte costs 3 mana. When activated one target within 40 feet + 10 feet per caster level is caught in a web of sonic energy. The sound is powerful enough that it is tangible and therefore affects even deaf creatures. A reflex save can be made to avoid being caught. (DC = 10 + 1/2 magi level + magi Charisma modifier); If they fail to make the save they are *paralyzed* for 1 round per two magi levels.
Each round they can make an additional save to escape the effect.

**Sonata of Sacrifice (Su):**Activating this arte costs 3 mana. When activated, the magi must spend at least 1 extra point of mana, but can spend more than 1. Allies orther than the magi within 10 feet gain mana equal to the mana spent when activating this arte, and enemies within 10 feet are stunned for 1 round per additional mana spent unless they succeed in a Fortitude save. (DC 10 + 1/2 magi level + magi's Charisma modifier)

**(Free Ability) Strings of Fate (Ex):** This ability is automatically gained by a magi of percussion at 12th level. When used in the remains of a dungeon with a dead or captured djinni, the dungeon is dismantled and the magi gains a *Mystic Charge;*Mystic charges are used to activate 20th level artes, and to raise new dungeons.

#### **Wind**

**Dragon Pipes (Su):** Activating this high arte costs 6 mana. When activated the magi can summon a chromatic or metallic adult dragon to aid him for a number of rounds equal to the magi's caster level. At 16th level, the magi may summon an imperial or primal wyrmling dragon instead. Activating this arte is a full-round action.

**Psalm of Cicero (Su):** Activating this high arte costs 3 mana. When activated the magi gains control of a summoned creature, the magi can gain control of summoned creatures who were summoned by a summoner with a maximum caster level equal to the magi's caster level +2. There is no save. This ability lasts for 1 round per four magi levels. Creatures who have become affected by this cannot be affected by the same magi's Psalm of Circero for 24 hours after the initial duration expires. Only one summoned creature can be controlled at a time.

**(Free Ability) Cloud of Dissolution (Ex):**This ability is automatically gained by a magi of wind at 12th level. When used in the remains of a dungeon with a dead or captured djinni, the dungeon is dismantled and the magi gains a Mystic Charge; Mystic charges are used to activate 20th level artes, and to raise new dungeons.

#### **Song**

**Beastbane Melody (Su):** Activating this high arte costs 3 mana. As a swift action the magi can maintain this arte at the cost of 3 mana per round. While active, allies who can see and hear the magi have their weapons considered to be silver for the purpose of bypassing damage reduction. Additionally, these allies gain a +4 bonus to Fortitude saves against Disease and immunity to poison, and other ability damage. Lastly the affected allies gain a +2 bonus to attack and damage rolls against Animals, Magical Beasts, Vermin,Shapeshifters and the Undead.
Starting at 16th level, maintaining this ability becomes a free action.

**Song of Storms (Su):** Activating this high arte costs 3 mana, As a swift action the magi can maintain this arte at the cost of 3 mana per round. While active, allies who can see and hear the magi gain the effects of the *call lightning* spell for as long as this arte is maintained.. Additionally, the magi gains electricty resistance equal to 10 + their magi caster level.

Starting at 16th level, the magi and affected allies gain the effects of *fickle winds*, and maintaining the ability becomes a free action.

**(Free Ability) Song of Deconstruction (Su):**This ability is automatically gained by a magi of oration at 12th level. When used in the remains of a dungeon with a dead or captured djinni, the dungeon is dismantled and the magi gains a *Mystic Charge;*Mystic charges are used to activate 20th level artes, and to raise new dungeons.

### 16th Level

These abilities are available to the magi starting at 16th level.

#### **Dance**

**Innate Flexibility (Ex):**This arte cannot be activated, when this arte is selected, it grants the magi a passive class feature. When this arte is learned, the magi's base Dexterity increased by +4.

**Twist Strike (Ex):**Activating this high arte is an immediate action and costs 4 points of mana. The magi can activate this ability only as a response to an attack. When activated the magi can make a 5-foot step into an adjacent square, the target square must still be within the reach of the enemy who is attacking the magi. Using this negates a single attack, does not provoke an attack of opportunity, and allows the magi to make an attack of opportunity. If the enemy is making a full-attack action or has more than one attack, they can still make their remaining attacks to the magi and only the first attack is negated.

#### **Act**

**Superior Routines (Ex):**This high arte cannot be activated, learning this high arte grants a passive feature to the magi. When the magi learns this arte the following changes are made to their routine abilities.

*Inquisitor*: the magi gains the Judgement abilities of an inquisitor, and can use them to the same effect as an inquisitor equal to the magi's level -4

*Rogue:*The magi gains the Sneak Attack ability of a rogue whose level is equal to the magi's level -4.

*Cleric:*The magi's cure spells are cast as if they are *empowered* and *maximized.*

*Fighter:*The magi gains the bonuses of weapon and armor training of a fighter whose level is equal to the magi's level -4. The categories selected for these features are chosen based on the equipped weapon and armor of the magi at the time of activating the routine. (I.e. if the magi is using a longspear, polearm weapon training bonuses are granted.)

*Warrior:*The magi gains DR 16/- while in this routine.

*Crusader:*The magi gains the Smite Evil/Smite Good ability of the paladin or antipaladin treating their levels as their magi level -4.

**Routine of the Fighter (Ex):**Only one routine may be active at a time. Activating this high arte is a full-round action but it can be dismissed as a free action. When the magi activates this routine their BAB growth and Saving Throw growth is treated as if they were a Fighter who's level is equal to their Magi level until it is dismissed. Activating a routine costs 1 mana.

Additionally the magi while using this routine gains a bonus to their attack and damage equal to their Charisma modifier.

At 20th level, this routine increases the critical multiplier of their equipped weapon by 1.

#### **Comedy**

**Jester's Grace (Ex):** This high arte cannot be activated, learning this high arte grants a passive feature to the magi. When this high arte is learned the magi adds their Charisma modifier to their AC as a deflection bonus.

**Joke of the Century (Ex):** Activating this high arte costs 4 mana. When activated the magi selects a number of targets within 30 feet equal to their magi level and makes a CMB check using their caster level in place of their BAB and their Charisma modifier in place of their Strength. Each creature whose CMD is beaten by the magi's CMB check falls prone as if tripped and is dazed for 1 round.

#### **Oratory**

**Edict of Stone (Su):**Using an edict is a Full-Round action. Activating this Edict costs 4 mana. When activated all foes currently in combat against the magi must make a Fortitude save. (DC = 10 + 1/2 magi level + magi's Charisma modifier) or be petrified.

Alternately the magi may select the battlefield itself, if selected, all creatures on the battlefield (allies and foes alike except for the magi) take 1d6 points of piercing damage per magi level. a Reflex save halves this damage.

Alternatively the magi may select all allies. If selected all allies gain a protective shield for 1 round per magi level that increased their AC by 4 as a shield bonus.

Creatures do not need to see nor hear the magi in order to be affected by an edict.

**Voice of the Angels (Ex):** This high arte cannot be activated, learning this high arte grants a passive feature to the magi. When this high arte is learned the DC of the magi's high artes is increased by 4, and any spell that they cast that has a verbal component has its DC increased by 2.

#### **Keyboard**

**Enigmatic Ivory** **(Ex):** This high arte cannot be activated, learning this high art grants a passive feature to the magi. When this high arte is learned, whenever the magi is using *air keys*they gain the effect of greater invisibility.

**Peaceful Keys (Su):** Activating this high art costs 4 mana and can be maintained at the cost of 1 additional mana per turn as a free action. While active allies who can hear the magi cannot gain penalties from emotion effects and are immune to fear effects.

#### **Percussion**

**Beat Hammer (Su):** Activating this high arte costs 4 mana. When activated the magi makes a ranted touch attack against a target within 10 feet + 10 feet per magi level is struck with a powerful force for 1d8 points of crushing damage per magi level (maximum 20d6 at level 20).

**Overwhelming Thunder (Ex):** This high arte cannot be activated. When the magi learns this high arte they gain a passive feature. Whenever the magi uses an arte their allies gain a +1 misc. bonus to Saving Throws for 1d4 rounds. This effect can overlap if the magi uses additional artes. Maintaining an arte that was already used does not trigger this ability.

#### **String**

**Strands of Andromeda (Ex):** This high arte cannot be activated, when this high arte is selected, the magi gains a passive feature. Whenever the magi uses a high arte, all foes within 30 feet are pushed back 5 feet unless they make a Fortitude save (DC = 10 + 1/2 magi level + magi's Charisma modifier) Maintaining an effect that was already used also triggers this effect.

**Stratos Sofia (Su):** Activating this high arte costs 4 mana, this arte can be maintained each round for 2 additional mana as a standard action. Each creature within 30 feet takes sonic damage equal to 1d8 + the magi's level; a Fortitude save can be made each round to negate this damage. (DC = 10 + 1/2 magi level + magi's Charisma modifier)

#### **Wind**

**Sonata of Expulsion (Su):** Activating this high arte costs 4 mana. When activated one foe within 30 feet of the magi is expelled from the current plane unless they make a Will save. Outsiders are sent to their home plane. Other creature types are sent to a pocket dimesion for 1 round per magi level but gain a +4 bonus to the saves for this ability. Creatures who succeed in a Will save against this arte cannot be affected by this arte used by the same magi for 24 hours. (DC = 10 + 1/2 magi level + magi's Charisma modifier)

**Summon Mastery (Ex):** This high arte cannot be activated, upon selecting this high arte the magi is granted a passive feature. Creatures summoned by the magi via *Summon Natures Ally*spells remain for 1 minute per level instead of 1 round per level. This does not affect summoning performed through the use of high artes.

#### **Song**

**Healing Song (Su):** Activating this arte costs 4 mana. It can be maintained as a free action for an additional 4 mana per round. While active, allies who can hear the magi gain fast healing equal to 12 + the magi's caster level.

**Oral Aptitude (Ex):** This arte cannot be activated, upon learning this art the magi gains a passive effect. Magi with this arte may make a *perform (sing)*check in place of a caster level check to overcome Spell Resistance with spells that have a verbal component.

### 20th Level

These artes can be selected upon reaching the 20th level.

#### **Dance**

**Dragon Form (Su):**Activating this arte costs 1 mystic charge but does not require any mana. When activated a ghostly draconic form appears around the magi. This form replaces all of their attacks with the following, on a full-round attack all of these attacks can be made.

Bite at highest bonus for 2d8. 1.5 Strength modifier (or Charisma of applicable) to damage.

Two Claws at highest bonus for 2d6 each.

Two Wings at second highest bonus for 2d4 each.

Tail at second highest bonus for 2d8 plus trip. 1.5 Strength modifier (or Charisma if applicable) to damage.

This effect lasts for 30 rounds. Once activated these rounds need not be consecutive, and this effect can be paused.

**Blade Dance (Su):** Activating this arte costs 5 mana, it can be maintained each round as a free action for 1 mana. While active, the magi does not take any penalties caused by dual wielding and have their total number of attacks treated as if they have the Greater Two-Weapon Fighting feat.

#### **Act**

**Final Cut (Ex):**Activating this arte costs 1 mystic charge but does not require any mana. When activated, all of the the magi's attacks automatically threaten a critical hit for the next 3 rounds, however they must still be confirmed, otherwise they result in a normal hit. If the confirmation roll results in a natural 1 the attack misses.

**Routine of the Crusader (Ex):**Only one routine may be active at a time. Activating this high arte is a full-round action but it can be dismissed as a free action. When the magi activates this routine their BAB growth and Saving Throw growth is treated as if they were a Paladin or Anti-Paladin, depending on the alignment of the magi, neutral magi may choose. Activating a routine costs 1 mana.

While active, the magi gains a sacred/profane bonus to their Saving Throws equal to their Charisma Modifier.

#### **Comedy**

**Comedic Revenge (Ex):**This arte can be activated as an immediate action and costs 5 mana. When used one target must reroll a single d20 roll they made. The magi then selects which roll the target uses for their action. If the result of the two rolls is a natural 20 and a natural 1 in either order, the following effect occurs

Saves:*1*: target gains vulnerability to the effect, doubling its duration or increasing its damage by 1.5; *20:*The effect is reflected back to whoever initiated the effect.

Attacks/Maneuvers *1:*The attacker hits themselves for critical damage. Or for the effect of the maneuver (trips themselves, bullrushes themselves backwards, etc. *20:*the attackers weapon becomes *vorpal* until the end of their turn or gains a +4 CMD bonus for 4 rounds

Skills/Ability Checks: *1:*automatically fails *20:*automatically succeeds

Caster Level: *1: silences* themselves for 1 round, *20:*Target loses SR for 1 round, or an extra effect is dispelled.

**Trickery of the Copper Dragon (Su):**Activating this arte costs 1 mystic charge but does not require any mana. While activated any result of a d20 roll made by an ally that is under 10 is treated as if they had rolled a 10.

This effect lasts for 1 minute.

#### **Oratory**

**Edict of Fire (Su)** Using an edict is a Full-Round action. Activating this Edict costs 5 mana. When activated all foes currently in combat against the magi must make a Reflex save. (DC = 10 + 1/2 magi level + magi's Charisma modifier) or be set aflame until they put it out, magical flames cannot be dowsed by normal means and must be removed with Dispel, Remove Curse, or Greater Dispel. These flames inflict 1d8 points of fire damage and 1d8 points of divine damage per round.

Alternately the magi may select the battlefield itself, if selected the battlefield erupts into flame, while this effect is active any fire spells cast on a target in the battlefield except for the magi, are *empowered, intensified and maximized.*Though if the fire spell is cast by the magi on a different target it still gains the effects.

Alternatively the magi may select all allies. If selected all allies gain a sheathe of flame that protects them from cold damage, and burns anyone who attacks them with a non-reach weapon for 1d8 points of fire damage and 1d8 points of divine damage.

Creatures do not need to see nor hear the magi in order to be affected by an edict.

**Edict of Evisceration (Su)**Using an edict is a full-round action. Activating this edict costs 1 mystic charge. When activated all foes currently in combat against the magi must make a Fortitude save or feel their skin tighten around them inflicting 1d6 points of Strength, Dexterity and Constitution damage, creatures who fail the save are also stripped of all Regeneration and Fast Healing abilities until they are healed with a *heal* spell.

Alternatively, the magi may select the battlefield itself, if selected, the battlefield is drenched in rancid blood that sickens all creatures in the same combat. Vampiric creatures in the battlefield however gain a +4 morale bonus to Strength, other undead are not affected. Any healing spell cast in the combat is treated as if the target has Spell Resistance equal to 12 + the magi's caster level, and any Piercing or Slashing attacks made against creatures in the combat inflicts 4 points of stacking bleed damage.

Alternatively, the magi may select all allies, if selected, all allies gain fast healing equal to the magi's caster level and a bonus to their damage with weapon attacks equal to the magi's Charisma modifier for the duration of the combat.

Creatures do not need to see nor hear the magi in order to be affected by an edict.

#### **Keyboard**

**Cacophony of Blades (Su):** Activating this arte costs 5 mana. When activated all allies gain the effects of *Haste*. Additionally any melee attacks they make deal an additional 1d8 points of damage and have a chance to daze the target of the attack for 1 round, the daze effect can be negated with a Will save (DC = 10 + 1/2 the magi level + magi's Charisma modifier). Creatures who succeed in the save become immune to daze for 1d4 rounds. The daze effect can only be triggered once per round. The arte lasts for 1 minute.

**Solidarity of Spirit (Ex):** Activating this arte costs 1 mystic charge but does not cost any mana. When activated, allies have their hit points pooled together and doubled. Any damage to allies is inflicted to this single pool instead, as is any healing effects. Until this pool is depleted, allies cannot die or fall unconscious. Upon the depletion of this pool, all allies have their current hit points set to 1. This effect remains until the pool is depleted, the party rests or it is otherwise dismissed by the magi. If the pool is dismissed prematurely, all remaining hitpoints in the pool are split evenly between all allies. Any overages are granted as temporary hit points.

#### **Percussion**

**Circle of Spirit (Su):** Activating this arte costs 5 mana. When activated a magical circle appears before the magi, within this circle are 14 spiritual bolts. As a swift action the magi may launch one of more of these projectiles in a 40-foot cone. These projectiles inflict 5d6 points of force damage each to all creatures within the cone. A successful Reflex save can be made to half the damage. (DC 10 + 1/2 magi level + magi's Charisma modifier). For each bolt fired in a single swift action, the DC is reduced by 1.

**Death's Door (Ex):**Activating this arte costs 1 mystic charge. When activated, the magi gains a number of effects, first, they gain a +4 bonus to their Dexterity as a temporary misc. bonus. Also they gain SR 38. Lastly they gain concealment based on their remaining hit points. If they are full they get a 25% chance to avoid attacks; 3/4 it becomes 50% and if they are under 1/2 they it becomes 75%. This lasts for 10 minutes per effective caster level of the magi. This concealment is extraordinary in nature and cannot be bypassed by *true seeing* or similar effects.

If the magi's hit points are restored the effect is reversed based on their current to total ratio.

#### **String**

**Dirge of the Abyss (Su):**Activating this arte costs 1 mystic charge. When activated, the magi is surrounded by an apparition of four demons, a Lilitu, a Marilith, a Vavakia and a Choronzon. These demons cannot be attacked or targeted by spells. However while this effect is active, the magi as a full-round action may make the full attack of any one of these demons, as a standard action they may cast any of their spell-like abilities and special attacks as if the magi had them himself, and any skill check that the magi may need to use can be made using the bonus of one of these demons instead. This effect lasts for 1d4 minutes.

Constant spell effects that any of these demons may be under are not available to the magi, nor can the summon abilities of these demons.

If the magi fails a no retry skill check using his own bonus or the bonus of one of the demon apparitions he can retry it only using a different demon.

**Violent Trill (Su):**Activating this arte costs 5 mana, when activated one creature is torn apart by 1d8+2 sonic blades. Each blade inflicts 5d8 points of sonic damage, a Fortitude save halves the total damage (DC 10 + 1/2 magi level + magi's Charisma modifier).

#### **Wind**

**Call of the Magi (Su):**Activating this arte costs 1 mystic charge, when activated the magi can call the physical form of one djinn they control to assist in battle. Various djinn have different abilities, and an aura that bolsters nearby allies in unique ways. If the magi does not control any djinn the nearest djinn has a 50% of responding. The djinn remains for the duration of combat.

 Elemental
 Quasi-Elemental
 Para-Elemental

**West Wind (Su):**Activating this arte costs 5 mana. When activated, a 40-foot line that is 15-feet wide crosses the battlefield perpendicular to the magi at any point they choose on the y axis. Creatures caught in this area of effect are blasted by a freezing or burning wind inflicting 20d8 points of Cold or Fire damage. (the magi's choice) A Reflex save can be made to halve this damage. (DC 10 + 1/2 magi level + magi's Charisma modifier. On a failed save creatures struck by the freezing wind are staggered for 10 rounds. Creatures struck by the burning wind are set aflame and take 1d6 points of fire damage for the next 10 rounds.

#### **Song**

**Calamity of Song (Su):**This arte costs 1 mystic charge. When activated, targets in a 15-foot burst must make a Fortitude save or take 1d10 points of permanent ability damage to each ability they possess as well as be *blinded, deafened* and *confused.* The effects of this arte are permanent until removed through the use of Greater Restoration, Miracle, or Wish.

**Song of Mirrors (Su):**Activating this arte costs 5 mana. This arte can be maintained for 2 mana per round as a free action. While activate, all allies who can see and hear the magi gain the effects of flanking against their targets even if they are not in a flanked position as images of each ally surround the targets of their attack. After any attack that had a flanking bonus, an afterimage appears opposite the ally for 1 round. This afterimage can make attacks of opportunity using the attack of its originator, any attacks made against the originator have a 50% chance to hit the afterimage instead, destroying it until another one is made on the ally's next attack.