Dances List

Contents

The following are dances that can be selected by Primordial Dancers.

Absolute Zero (Sea)

Passive

While performing this dance, you are immune to fatigue from supernatural and magical sources. Starting at 6th level, if a supernatural or magical source would cause you to become exhausted, you become fatigued instead. Starting at 12th level, you are immune to fatigue from any source. Starting at 18th level, if any source would cause you to become exhausted, you become fatigued instead. You are not immune to exhaustion that is downgraded to fatigued in this manner.

Active

Biting Cold (Su)

Starting at 1st level, you may impregnate a weapon within 60 feet with a measure of intense cold as a swift action. The next attack made by that weapon this round deals additional cold damage equal to 1d4 + your primordial dancer level on a successful hit, and fatigues the victim for 1 round with a Fortitude save to negate. Starting at 12th level, the fatigue effect lasts for 2 rounds instead.

Desperation’s Endurance (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, all allies within 30 feet take half damage from all sources of nonlethal damage for the duration of your performance.

Blistering Cold (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, you wreathe yourself with a zone of supernatural cold, halving all fire damage you take (calculated after hardness, resistance, and other sources of fire damage prevention) and dealing 1d8 + your primordial dancer level cold damage to creatures that strike you in melee. Whenever you deal damage to a creature in this manner, you may exhaust that creature for 1 round as an immediate action. A successful Fortitude save negates. This effect persists for the duration of your performance.

Beat of the Deep (Subterrane)

Passive

While performing this dance, you emit a 5ft. radius of fog as the obscuring mist spell. This increases to a 10ft. radius at 6th level and a 15ft. radius as 18th level. Starting at 12th level, you instead emit as the solid fog spell. You may see unhindered through any fog you emit with this ability, and the fog follows you as you move, leaving no trail behind.

Active

Deepening Darkness (Su)

Starting at 1st level, you may extinguish all non-magical sources of light within the radius of this dance’s passive fog as a swift action. In addition, your fog is treated as an area of magical darkness, as the darkness spell, for 1 round. Starting at 6th level, your fog is treated as the deeper darkness spell instead.

Encroaching Darkness (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, the radius of this dance’s passive fog effect doubles for the remainder of your performance, and other creatures within its area of effect are dazzled for the duration of their stay with no saving throw allowed.

Devouring Darkness (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a swift action. If you do, creatures that begin their turn within the radius of this dance’s passive fog effect take fire damage equal to your primordial dancer level with a Fortitude save to negate. You are immune to this damage, and gain 1 temporary hit point for each creature damaged in this manner, stacking to a maximum of your Charisma modifier. These temporary hit points persist for the duration of your performance.

Behold the Infinite (Cosmos)

Passive

While performing this dance, you have a +2 luck bonus to Spellcraft checks made to identify spells that are either targeting you or the space you occupy. If you successfully identify a spell, you have a +2 resistance bonus to saving throws made against it. This resistance bonus increases by +1 for every six primordial dancer levels you possess, to a maximum of a +5 resistance bonus at 18th level.

Active

Eidetic Performance (Su)

Starting at 1st level, whenever a 0th-level spell is cast within 5 feet per primordial dancer level of you, you gain the ability to cast that spell as a spell-like ability with a caster level equal to your primordial dancer level and Charisma as your key ability. You retain spell-like abilities gained in this manner until cast once or until your performance ends, whichever comes first.

Enhanced Eidetic Performance (Su)

Starting at 6th level, whenever a 1st-level spell is cast within 5 feet per primordial dancer level of you, you may expend 1 round of this dance’s remaining daily duration as a free action. If you do, you gain the ability to cast that spell as a spell-like ability with a caster level equal to your primordial dancer level and Charisma as your key ability. You retain spell-like abilities gained in this manner until cast once or until your performance ends, whichever comes first.

Superior Eidetic Performance (Su)

Starting at 12th level, whenever a 2nd-level spell is cast within 5 feet per primordial dancer level of you, you may expend 2 rounds of this dance’s remaining daily duration as a free action. If you do, you gain the ability to cast that spell as a spell-like ability with a caster level equal to your primordial dancer level and Charisma as your key ability. You retain spell-like abilities gained in this manner until cast once or until your performance ends, whichever comes first.

Blood of the Earth (Subterrane)

Passive

While performing this dance, you have resistance 3 against fire, and all fire damage you deal sourced from a dance or spell deals an additional point of damage. At 2nd level and every two primordial dancer levels thereafter, the resistance to fire granted by this dance increases by +1, and at 6th level and every six primordial dancer levels thereafter, the additional fire damage granted by this dance increases by +1, to a maximum of an additional 4 fire damage at 18th level.

Active

Jet from the Deep Earth (Su)

Starting at 1st level, you may produce a jet of flame in a square adjacent to the space you occupy as a swift action, dealing 1d4 + your primordial dancer level points of fire damage with a Reflex save for half. This ability must be performed immediately after a move action. Starting at 6th level, creatures that fail their saving throw are lit on fire as the rules for alchemist’s fire.

Shared Heat (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a move action. If you do, all allies within 30 feet of you gain the benefits of this dance’s passive ability. This effect persists for the duration of the performance.

Eruption (Su)

Starting at 12th level, you may produce a glob of flame, plus an additional glob of flame for every two primordial dancer levels you possess. Make a ranged touch attack with each glob of flame you produce in this manner, dealing 1d6 points of fire damage and lighting the subject on fire as the rules per alchemist’s fire on a successful hit. This is a standard action that expends 2 rounds of this dance’s daily duration.

Burbling Shallows (Sea)

Passive

While performing this dance, you have a swim speed equal to your base land speed. Starting at 6th level, you may take 10 on Swim checks. Starting at 12th level, you no longer double your armor check penalty when applying it to Swim checks, while, at 18th level, you take no armor check penalty at all to Swim checks.

Active

Aqualocation (Su)

Starting at 1st level, you may grant yourself the benefits of blindsense 30 ft. for 1 round as a swift action. You can only “see” through liquid media, such as water, in this fashion, and you must maintain physical contact with a body of liquid media in order to see through it. At 6th level and every six levels thereafter, the duration of this ability increases by +1 round, to a maximum of 4 rounds at 18th level, but ends immediately should your performance end.

Flying Fish (Su)

Starting at 6th level, while you are swimming, you may expend 1 round of this dance’s daily duration as a swift action. If you do, you gain a fly speed equal to your swim speed with perfect maneuverability until the beginning of your next turn. If you fall on a creature after flying in this manner, both you and that creature take falling damage. Whenever you lose the fly speed granted by this ability, if you are both still performing and still swimming, you once again gain the aforementioned fly speed until the beginning of your next turn. (You may fall before checking to see if you’re still swimming.)

Aquatwister (Su)

Starting at 12th level, while you are swimming, you may expend 2 rounds of this dance’s daily duration as a swift action. If you do, until the beginning of your next turn, your movement through liquid media does not provoke attacks of opportunity. In addition, creatures adjacent to the path of your movement while in liquid media are caught up in a horrific, momentary whirlpool, staggering and sickening them for 1 round with a Fortitude save to negate.

Cantering of the Medicine Man (Life)

Passive

While performing this dance, you have fast healing 1. This fast healing increases by +1 at 6th level and every six levels thereafter, to a maximum of fast healing 4 at 18th level.

Active

Shared Soul (Su)

Starting at 1st level, you may grant all allies within 10 feet fast healing equal to the amount granted to you by this dance for 1 round as a swift action.

Knit Sinew (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, you may grant a single ally within 60 feet fast healing xd10 for 1 round, where x is the amount of fast healing granted to you by this dance.

Restore Vigor (Su)

Starting at 12th level, you may restore the vigor of a single ally within 60 feet, dispelling any magical effects reducing one of the subject’s ability scores or curing all temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. This is a standard action that expends 2 rounds of this dance’s daily duration.

Canterwauling (Cosmos)

Passive

While performing this dance, you gain the ability to cast quickened flare as a spell-like ability with a caster level equal to your primordial dancer level and Charisma as your key ability. Creatures that fail their saving throw against this spell-like ability take sonic damage equal to your primordial dancer level.

Active

Extended Confoundment (Su)

Starting at 1st level, you may extend the remaining duration of a confusion or dazzle effect affecting a creature within 60 feet by +1 round as a swift action. A successful Will save negates.

Hooting and Hollering (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, a creature within 60 feet takes sonic damage equal to your primordial dancer level, then becomes confused for 1 round with a Will save to negate both the confusion effect and the sonic damage. This is a mind-affecting ability. Starting at 12th level, the confusion effect lasts for 2 rounds.

Excessive Hooting and Hollering (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, up to 1d4+1 creatures within 60 feet take sonic damage equal to your primordial dancer level, then become confused for 1 round with a Will save to negate the confusion effect and halve the sonic damage.

Dance of the Deep Earth (Subterrane)

Passive

While performing this dance, you have darkvision out to a distance of 10 feet + 5 feet for every two primordial dancer levels you possess. If you already have darkvision from another source, the range of that source increases by 5 feet for every two primordial dancer levels you possess, minimum 5 feet.

Active

Rubblewalk (Su)

Starting at 1st level, you may grant yourself the ability to sidestep obstacles as a swift action. For 1 round, you treat difficult terrain as though it were not difficult, but only if it is considered difficult due to rubble or detritus. Terrain that is difficult because of water hazards, vegetation, and so on is still considered difficult. At 6th level at every six levels thereafter, the duration of this effect increases by +1 round, but ends immediately should your performance end.

Cave In (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, a random mass of material, such as a rock, brick, tree branch, meteorite, mass ejected from a freak eruptive event, or crash-landing condor thwacks a creature within 60 feet upside the head, dealing bludgeoning damage equal to 1d6 + your primordial dancer level and dazing that creature for 1 round with a Fortitude save to negate.

Mass Cave In (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, you thwack up to three creatures within 60 feet upside the head with generic blunt material, dealing 1d6 + your primordial dancer level bludgeoning damage and dazing that creature for 1 round with a Fortitude save to negate.

Dance of the Shifting Earth (Land)

Passive

While performing this dance, you have tremorsense 5 ft. This increases by +5 feet for every two primordial dancer levels you possess.

Active

Earthhide (Su)

At 1st level, you may grant yourself a +2 natural armor bonus to AC for 1 round as a move action. This natural armor bonus increases by +1 at 6th level and every six levels thereafter, to a maximum of a +5 bonus at 18th level.

Stone Shape (Sp)

At 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, you cast stone shape as a spell-like ability with a caster level equal to your primordial dancer level and Charisma as your key ability.

Earth Glide (Sp)

At 12th level, you may expend 2 rounds of this dance’s daily duration as a swift action. If you do, you cast earth glide on yourself as a spell-like ability with a caster level equal to your primordial dancer level and Charisma as your key ability.

Depth’s Embrace (Sea)

Passive

While performing this dance, you have resistance 3 against cold, and all cold damage you deal sourced from a dance or spell deals an additional point of damage. At 2nd level and every two primordial dancer levels thereafter, the resistance to cold granted by this dance increases by +1, and at 6th level and every six primordial dancer levels thereafter, the additional cold damage granted by this dance increases by +1, to a maximum of an additional 4 cold damage at 18th level.

Active

Polar Splash (Su)

Starting at 1st level, you may chill a creature within 30 feet as a standard action, dealing 1d6 + your primordial dancer level points of cold damage and halving the speed of all forms of movement that creature possesses, rounded up, minimum 5 feet, for 1 round. A successful Fortitude save halves the damage and negates the slowing effect.

Shared Hypothermia (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a move action. If you do, all allies within 30 feet of you gain the benefits of this dance’s passive ability. This effect persists for the duration of the performance.

Chill to the Bone (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, choose a creature within 60 feet. At the beginning of each of its turns, that creature takes cold damage equal to your primordial dancer level, rounded down, and must make a Fortitude save or progress one step along the following path of negative effects: fatigued, exhausted, killed instantly. If a creature is already fatigued or exhausted from another source, this does nothing to expedite that creature’s progress along the aforementioned path. This ability lasts for 3 rounds, but ends immediately should you cease performing. Any deleterious effects imposed by this ability end as soon as it ends.

Earthen Fury (Land)

Passive

While performing this dance, you have resistance 3 against acid, and all acid damage you deal sourced from a dance or spell deals an additional point of damage. At 2nd level and every two primordial dancer levels thereafter, the resistance to acid granted by this dance increases by +1, and at 6th level and every six primordial dancer levels thereafter, the additional acid damage granted by this dance increases by +1, to a maximum of an additional 4 acid damage at 18th level.

Active

Melting Landscape (Su)

Starting at 1st level, you may blast a creature within 30 feet with corrosive acid as a standard action, dealing 1d3 points of acid damage immediately and an additional point of acid damage at the beginning of each of your turns. A successful Fortitude save negates the damage, but the ongoing effect continues. This effect persists for the duration of your performance.

Shared Shattering (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a move action. If you do, all allies within 30 feet of you gain the benefits of this dance’s passive ability. This effect persists for the duration of the performance.

Shattered Landscape (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, you may blast a number of creatures within 60 feet not to exceed half your primordial dancer level, rounded down, with corrosive acid, dealing acid damage equal to half your primordial dancer level, rounded down, immediately and an additional 3 points of acid damage at the beginning of each of your turns. This damage ignores resistance, but not immunity, to acid. A successful Fortitude save negates a round of periodic damage, but the ongoing effect continues. This effect persists for the duration of your performance.

The Explorer’s Lament (Sea)

Passive

When you first learn this dance, you gain a pool of saline points, a measure of your ability to ignore deleterious effects that would eat away at your defenses. The number of points in your saline pool is equal to your primordial dancer level plus your Charisma modifier. Whenever you would take a penalty to your armor bonus to AC or your natural armor bonus to AC while performing this dance, you may expend a number of saline points equal to the magnitude of the incoming penalty as a free action. If you do, you negate that penalty and are immune to the penalty’s source for the duration of your performance.

Starting at 6th level, whenever you would take acid damage, you may expend any number of saline points as a free action. If you do, you gain temporary immunity to acid against that single source of damage. This protection absorbs 2 acid damage from that one source for each saline point you expended, then discharges.

Starting at 12th level, whenever a non-ally creature whose Hit Dice is at least half your character level rolls a 1 when attempting to attack you, you regain 1 saline point, to a maximum of your pool size.

The saline pool replenishes itself whenever your daily duration of this dance replenishes itself.

Active

Polish (Su)

Starting at 1st level, you may extend the protection of your saline pool to others as a swift action. For the remainder of your performance, whenever an ally within 30 feet would take a penalty to his armor bonus to AC or his natural armor bonus to AC, you may expend a number of saline points equal to the magnitude of the incoming penalty as a free action. If you do, you negate that penalty and the subject is immune to the penalty’s source for the duration of your performance.

Starting at 6th level, your extended protection also applies to acid damage. Whenever an ally within 30 feet would take acid damage, you may expend any number of saline points as a free action. If you do, he gain temporary immunity to acid against that single source of damage. This protection absorbs 2 acid damage from that one source for each saline point you expended, then discharges.

Saltspray (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, you fire a ray of crystallized salt at a creature within 60 feet. Make a ranged touch attack. On a successful hit, the subject takes 1d6 points of damage for each primordial dancer level you possess, and you may expend any number of saline points to impose a penalty to the subject’s AC equal to twice the number of saline points expended, to a maximum of the subject’s armor bonus to AC. This penalty to AC persists for the duration of your performance.

Flesh to Salt (Sp)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, the subject, along with all its carried gear, permanently turns into a mindless, inert statue of rock salt with a Fortitude save to negate. Creatures whose current hit points are greater than half their maximum hit points get a +2 bonus to this saving throw. Rock salt has a hardness of 5. If the statue resulting from this ability is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this ability.

Directing a constant stream of water at a statue of rock salt deals 10 points of damage to it per round, while submerging a statue of rock salt deals 1 point of damage to it per round. This damage ignores hardness.

Flowing Step (Sea)

Passive

While performing this dance, your movement speed cannot be slowed by cold temperatures or weather effects, and weapons you wield deal an additional point of cold damage. Starting at 12th level, inclement weather cannot force you to make concentration checks.

Active

Ice Floe (Su)

Starting at 1st level, you may create an iceberg in an adjacent square as a swift action. This ability can only be used at the interface between water and air, meaning that a legally-targetable unoccupied square must represent the surface of a body of water. While atop the iceberg, you may will it to move a distance equal to your base land speed as a move action, but you cannot move into occupied squares in this fashion.

Starting at 6th level, you may produce an iceberg that is up to two squares in size. One square of the iceberg must be adjacent to you, while the other must be adjacent to the square that is itself adjacent to you. At 12th level and 18th level, the maximum size of your iceberg increases by an additional square. All designated iceberg squares must be adjacent to at least one other iceberg square, and at least one iceberg square must be adjacent to you. Each square of your iceberg has hit points equal to 5 + twice your primordial dancer level and hardness equal to your Charisma modifier. Your ability to control the iceberg persists for the duration of your performance, but the iceberg itself persists until its hit points reach 0. Once you cease you perform, each square of your iceberg takes 1 point of hardness-ignoring damage each minute. If you create another iceberg, any previously-created icebergs vanish immediately.

Ice Throw (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, you create a number of icicles equal to your primordial dancer level that persist for 1 hour beyond the duration of your performance. Treat these icicles as thrown weapons with a range increment of 20 feet that deal 1d8 points of piercing damage, plus cold damage equal to your Charisma modifier, on a successful hit. You do not apply other ability modifiers to the damage dealt by these icicles.

Hailstorm (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, you produce a hailstorm in a cylinder (20ft. radius, 40 ft. high) centered within 60 feet of you. Creatures that begin their turn in the hailstorm take 2d6 bludgeoning damage and cold damage equal to half your primordial dancer level, rounded down. As a move action, if you are within 60 feet of the center of the hailstorm, you may move the storm up to 30 feet, so long as it remains within range throughout its move.

Hissing Corrosion (Land)

Passive

Weapons you wield deal an additional point of acid damage on a successful hit. This acid damage increases by +1 for every six primordial dancer levels you possess, to a maximum of 4 additional acid damage at 18th level.

Active

Dismantle (Su)

Starting at 1st level, you may prime your body with corrosive energy as a swift action? the next attack you make this round ignores the hardness of inanimate objects. Starting at 12th level, you also ignore the hardness of animate objects in this manner.

Destructive Touch (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, your natural weapons, your unarmed attacks, and weapons you wield gain the vicious weapon special ability for the duration of your performance.

Boundless Corrosion (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a move action. If you do, whenever your physical attacks become subject to hardness or damage reduction, that attack deals additional acid damage equal to the amount reduced by hardness or damage reduction. This effect persists for the duration of your performance.

The Inevitable Lament (Life)

Passive

Whenever a foe within 30 feet dies or is destroyed while you perform this dance, all other creatures within 30 feet of you that considered that foe to be an ally are dazzled for 1 round with a Will save to negate. Starting at 6th level, creatures are shaken instead of dazzled. This is a Mind-affecting ability? however, starting at 12th level, creatures that are normally immune to mind-affecting abilities can still be affected by this ability.

Active

Reverse Polarity (Su)

Starting at 1st level, you may reverse the polarity of a willing creature in reach for 1 round as a standard action. While its polarity is reversed, if that creature is normally healed by positive energy, it takes damage from it instead, and if that creature is normally damaged by negative energy, it is healed by it instead.

Quicken the End (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a move action. If you do, a creature within 60 feet that has no temporary negative levels gains a temporary negative level with a Fortitude save to negate.

Wallow in Grief (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, all creatures within 60 feet that are subject to an ongoing fear effect (shaken, frightened, panicked) gain a temporary negative level and take 2 points of ability drain to Strength and Constitution with a Fortitude save to negate the temporary negative level and convert the ability drain to ability damage instead.

Interpretive Thunderclap (Sky)

Passive

While performing this dance, you have resistance 3 against sonic, and all sonic damage you deal sourced from a dance or spell deals an additional point of damage. At 2nd level and every two primordial dancer levels thereafter, the resistance to sonic granted by this dance increases by +1, and at 6th level and every six primordial dancer levels thereafter, the additional sonic damage granted by this dance increases by +1, to a maximum of an additional 4 sonic damage at 18th level.

Active

Sky’s Voice (Su)

Starting at 1st level, you may let out a horrific shout as a swift action, dealing 1d3 points of sonic damage, plus an additional point of sonic damage for every two primordial dancer levels you possess, to all creatures caught in a 10ft. cone with a Fortitude save for half. Creatures that fail their saving throw are deafened for 1 round.

Shared Roar (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a move action. If you do, all allies within 30 feet of you gain the benefits of this dance’s passive ability. This effect persists for the duration of the performance.

Cacophony (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, you let out a shout that makes horrific seem mild, dealing 1d6 points of sonic damage per primordial dancer level to all creatures in a 20ft. cone with a Fortitude save to negate. Creatures that fail their Fortitude save are deafened for 1d10 minutes.

Life and Death (Su)

Passive

While performing this dance, you temporarily gain access to a number of spells, and may cast them as primordial dancer spells of the indicated spell level. The number of spells to which you gain temporary access increases as your level increases. Consult the table below for details.

Table: Life and Death Passive Ability Spells
Spell Spell Level Primordial Dancer Level Required
Cure light wounds 1st 1st
Cure moderate wounds 2nd 6th
Cure serious wounds 3rd 12th
Cure critical wounds 4th 18th
Inflict light wounds 1st 1st
Inflict moderate wounds 2nd 6th
Inflict serious wounds 3rd 12th
Inflict critical wounds 4th 18th

Active

Spontaneous Vitality (Su)

Starting at 1st level, you gain a pool of duality points equal to one-half your primordial dancer level, rounded down, plus your Charisma modifier. While performing this dance, you may expend duality points equal to the spell level of a spell to which you have access thanks to this dance’s passive ability. If you do, you may cast that spell without expending a spell slot.

The duality pool replenishes itself whenever this dance’s daily duration replenishes.

A New Beginning (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, choose a creature within 60 feet that died in the last round, and treat it as though it were alive for the purpose of your healing spells. If you can restore that creature’s hit points to 0 or higher before the end of your turn, it is resuscitated with no permanent ill effects from being dead for a few moments.

The End (Sp)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, a creature within 30 feet whose current hit points are less than or equal to 7 times your primordial dancer level dies instantly with a Fortitude save to negate. This is a death effect.

Miracle Step (Land)

Passive

While performing this dance, weapons you wield are considered to be in locked gauntlets, save that you can let go of weapons unhindered. Further, the armor check penalty of your armor is reduced by -1, plus an additional -1 for every six primordial dancer levels you possess, to a minimum penalty of 0.

Active

Miracle Pull (Su)

Starting at 1st level, you may direct magnetism toward a creature in reach as a move action, thus subjecting it to the disarm combat maneuver with a CMB equal to your primordial dancer level + your Charisma modifier. You do not have to roll to hit, nor are you subject to attacks of opportunity for attempting to disarm in this manner. Starting at 12th level, this ability is activated as a swift action.

Miracle Lock (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, you subject a creature within 60 feet to opposing magnetic forces. If it wears metal armor, the subject treats the maximum Dexterity bonus of its armor as though it were halved, rounded down, for the duration of your performance, and it also takes a penalty to attack rolls equal to half its armor check penalty, rounded down, for the same duration. A successful Fortitude save negates.

Miracle Attraction (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, all creatures within 60 feet who are actively wielding or wearing a combination of a metal weapon with another metal weapon, a metal shield, or metal armor have all of their metal weapons stick to their armor, shields, and each other, rendering them impossible to use. This effect persists for the duration of your performance, though a creature may take a standard action or an attack in a full-attack action to attempt to wrench a weapon free so that it is usable again. This requires a DC 10 + 1/2 your primordial dancer level + your Charisma modifier Strength check? if successful, this effect ends immediately for that particular weapon.

The Oracle’s Query (Cosmos)

Passive

While performing this dance, you add your Charisma modifier, if positive, to your Knowledge skill checks.

Active

Far-reaching Insight (Su)

Starting at 1st level, whenever you begin to perform this dance, you may take a move action. If you do, roll a d20 and record the result. At any time before your performance ends, you may use the recorded result in place of making a d20 roll. Starting at 12th level, you may activate this ability as a free action.

Cosmic Augury (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, you may ask the universe a single question as the augury spell. The universe has perfect knowledge of the past and present, but no knowledge of the future.

Infinite Insight (Su)

Starting at 12th level, whenever you roll a d20 and record the result with the far-reaching insight ability, you may expend 2 rounds of this dance’s daily duration. If you do, you record an additional three d20 rolls with that ability.

Overenthusiastic Rain Dance (Sky)

Passive

While performing this dance, you have resistance 3 against electricity, and all electricity damage you deal sourced from a dance or spell deals an additional point of damage. At 2nd level and every two primordial dancer levels thereafter, the resistance to electricity granted by this dance increases by +1, and at 6th level and every six primordial dancer levels thereafter, the additional electricity damage granted by this dance increases by +1, to a maximum of an additional 4 electricity damage at 18th level.

Active

Thunderclap (Su)

Starting at 1st level, you may direct a bolt of lightning as a swift action, dealing 1d4 + your primordial dancer level points of electricity damage to a single creature within 100 feet. A successful Reflex save halves the damage.

The Spreading Storm (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a move action. If you do, all allies within 30 feet of you gain the benefits of this dance’s passive ability. This effect persists for the duration of the performance.

Thunderhead (Ex)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a free action. If you do, for the remainder of your performance, the thunderclap ability produces two bolts of lightning rather than just one. Each bolt of lightning may strike a different target.

Permanence of Stone (Land)

Passive

You have a +1 insight bonus to Fortitude saving throws and a +1 insight bonus to natural armor bonus to AC. Starting at 12th level, you also have a +1 luck bonus to Fortitude saving throws.

Active

Heavy Stander (Ex)

Starting at 1st level, you can stand your ground for 1 round as a swift action, gaining a +4 circumstance bonus to CMD.

The Earth Rises Against You (Su)

At 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, for the remainder of your performance, a target creature within 60 feet must make a successful Reflex save each time it moves or else treat all open terrain as though it were difficult terrain for that particular move.

Mountain Range (Su)

At 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, choose up to four contiguous, open 5-foot squares that are all within 60 feet. A spike of stone bursts out of the ground in each of the chosen squares to a height of 20 feet, or until the spike itself meets blocking terrain, such as a ceiling. Squares containing such spikes are now impassable terrain. Each spike has hardness equal to your Charisma modifier, hit points equal to twice your primordial dancer level, and requires a DC 20 Climb check to scale. Each round at the beginning of your turn, you may choose an open 5-foot square that is both within 60 feet of you and adjacent to one of your extant spikes. If you do, a new spike bursts forth in that square. The spikes persist for the duration of your performance.

Rhythm of the Heavens (Cosmos)

Passive

While performing this dance, your footfalls become supernaturally heavy. You are considered to be one size category larger and eight times heavier for the purpose of all abilities used against you against which such an increased size would be beneficial, such as combat maneuvers and the gust of wind and telekinesis spells.

Active

Gravitational Shift (Su)

Starting at 1st level, you may push a willing creature within 60 feet to an adjacent, unoccupied square as a swift action. Until you reach 6th level, this movement provokes attacks of opportunity.

Gravitational Lensing (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a move action. If you do, attacks made against you have a 20% miss chance for the duration of your performance. If a melee attack misses you because of this effect, you gain a +2 circumstance bonus to attacks made against that creature until the beginning of its next turn.

Gravitational Rebound (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a move action. If you do, attacks made against you have a 50% miss chance for the duration of your performance. If a melee attack misses you because of this effect, the attack rebounds upon the attacker, using the original attack bonus.

Rhythm of Life (Life)

Passive

You have DR 1/-, increasing by +1 for every six primordial dancer levels you possess, to a maximum of DR 4/- at 18th level.

Active

Preserve Life (Su)

Starting at 1st level, you may grant a willing ally within 60 feet the benefits of this dance’s passive ability for 1 round as a swift action. This increases to 2 rounds at 12th level, but ends immediately if you cease to perform.

Primal Sentry (Sp)

Starting at 6th level, you may expend a number of rounds of this dance’s daily duration not to exceed one-quarter your primordial dancer level as a standard action. If you do, you summon your choice of an air, earth, fire, or water elemental whose size corresponds to the number of rounds of daily dance duration you expended (see the table below). This elemental is treated as a summoned creature and persists for the duration of your performance, plus additional rounds equal to the number of rounds of daily dance duration you expended to summon it in the first place. Unlike a normal summoned creature, elementals you summon with this ability gain the benefits of all passive abilities granted by dances you are currently performing.

Table: Primal Sentry Elemental Size
Dance Rounds Expended Elemental Size/Type
1 Small
2 Medium
3 Large
4 Huge
5 Elder

Performing Sentry (Su)

Starting at 12th level, whenever you summon an elemental with the primal sentry active ability, choose a dance you know that you are not performing. Your summoned elemental gains the benefits of that dance’s passive ability, and may use that dance’s active abilities as though it possessed 3 rounds of daily duration of that pool. The elemental does not expend daily duration to maintain the chosen dance, but rather only expends daily duration to use active abilities. The elemental is considered to have a primordial dancer level equal to the lesser of its Hit Dice or half your primordial dancer level, rounded down, for the purpose of determining the power of its dance abilities, and it loses this ability immediately if you start to perform the chosen dance.

Rhythm of the Mind (Life)

Passive

While performing this dance, your alignment is hidden from divination spells, as the undetectable alignment spell. This is a spell-like ability using your primordial dancer level as your caster level and Charisma as your key ability. If this effect is successfully dispelled, your performance ends immediately.

Active

Pierce the Mind (Sp)

Starting at 1st level, you may attempt to read the thoughts of a single creature within 60 feet as the “3rd round” function of the detect thoughts spell. This is a standard action. You treat your primordial dancer level as your caster level and Charisma as your key ability.

Scramble the Mind (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, you may make an opposed caster level check, using your primordial dancer level as your caster level, against the caster of each spell cast within 60 feet of you. If you win the opposed caster level check, then the spell is countered. This effect persists for the duration of your performance, or until you successfully counter a spell in this manner.

Ward the Mind (Sp)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a swift action. If you do, you gain the benefits of the mind blank spell for the duration of your performance with a caster level equal to your primordial dancer level and Charisma as your key ability.

Salute the Wind (Sky)

Passive

You have a +1 insight bonus to Reflex saving throws and a +5-foot bonus to your base land speed. This is an insight bonus. Starting at 12th level, you also have a +1 luck bonus to Reflex saving throws.

Active

Fleet Step (Su)

Starting at 1st level, you may grant yourself a +30-ft. bonus to your base land speed for 1 round as a swift action. This is an enhancement bonus. At 6th level and every six levels thereafter, the duration of this ability increases by +1 round, though it ends immediately should your performance end.

Guided Whiffles (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, your next ranged attack made this round gains a +20 insight bonus to its attack roll.

Rolling Winds (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as an immediate action in response to being reduced to 0 or fewer hit points by an attack. If you do, halve the damage of that attack and end your performance of this dance immediately.

Stand Against the Unknown (Subterrane)

Passive

You have a +1 insight bonus to Will saving throws and a +4 morale bonus to saving throws against fear effects. Starting at 12th level, you also have a +1 luck bonus to Will saving throws.

Active

Excessive Bravery (Ex)

Starting at 1st level, you may steel your nerves for 1 round as a swift action. While your nerves are steeled, if you make a successful saving throw against a fear effect, you gain a +2 morale bonus to attack and damage rolls made against the source of that fear effect for rounds equal to your Charisma modifier. These morale bonuses apply both to physical and spell damage, but not to dance abilities. At 6th level and every six levels thereafter, the duration of the steeling of your nerves increases by +1 round, though it ends immediately should your performance end. In addition, your morale bonus to damage rolls granted by this ability increases by +1 at 6th level and every six levels thereafter, to a maximum of a +5 morale bonus at 18th level.

Determination (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, you blast a creature within 60 feet with your determination to eliminate it. Make a ranged touch attack, dealing 1d8 points of damage per primordial dancer level on a successful hit. Damage dealt by this ability is halved if the subject possesses no way to cause other creatures to become subject to a fear effect.

Bolstered Will (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a swift action. If you do, you become immune to fear and gain temporary hit points equal to your primordial dancer level. In addition, you are considered to be steeling your nerves as the excessive bravery ability. This effect persists for the remainder of your performance.

Stardust (Cosmos)

Passive

While performing this dance, you gain a dodge bonus to AC equal to the maximum number of dances you can perform at once, minus the number of dances you are currently performing (minimum 1).

Active

Meteor Storm (Su)

Starting at 1st level, you may perform one of the following as a swift action:

  • Produce a meteor, as the meteor shower active ability, that lasts until the end of your turn.
  • Hurl a meteor, as the meteor shower active ability.
  • Cause the next meteor you throw to explode on a successful hit, dealing half its damage as splash damage in a 5ft. radius. Like the parent meteor, this splash damage is force damage.

Meteor Shower (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, for the remainder of your performance, you produce a meteor for each round of dance duration you expend on active abilities, including the active abilities of other dances. If you have a meteor, you may hurl it at a creature within 60 feet as an attack action, dealing 1d6 + your primordial dancer level force damage on a successful hit. If you have the ability to make multiple attacks in one round, you may throw multiple meteors as a full-attack action. You may not throw meteors with your offhand. When you cease to perform this dance, all of your collected meteors vanish after 1d4+1 rounds.

Nova (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, you create a 10-ft.-radius burst of cosmic power centered within 60 feet of you, dealing 1d6 points of fire damage per primordial dancer level you possess with a Reflex save for half damage. As you activate this ability, you may also expend a number of meteors not to exceed one-quarter your primordial dancer level. For each meteor you expend, nova deals an additional 1d8 points of force damage.

Treasures of the Deep Earth (Subterrane)

Passive

While performing this dance, you radiate light as though you were a candle, and can change the color of light you radiate to any color you wish once per round as a free action. In addition, you have an armor bonus to AC equal to one-half your primordial dancer level, rounded down, minimum +1. Starting at 12th level, you radiate light as a torch instead.

Active

Refractive Burst (Su)

Starting at 1st level, while in an area of dim or brighter illumination, you may create a 5-ft. burst of coruscating illumination centered on yourself as a standard action, dealing damage equal to 1d6 + your primordial dancer level to all other creatures with a Fortitude save to negate. Creatures that fail their saving throw are dazzled for 1 round.

Reflect Ray (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as an immediate action in response to being attacked by a ray. If it hits you, that ray has a 50% chance to reflect off of you and attack its source, using the same attack roll made to hit you.

Prism Splitting (Sp)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration whenever you cast a spell that creates one or more rays. If you do, you produce twice as many rays, but each ray only does three-quarters the damage they would normally do. You cannot apply metamagic feats with a level increase of greater than +1 to a spell that is split in this fashion.

Updraft (Sky)

Passive

While performing this dance, you may grant this dance a temporary round of daily duration as a standard action. This temporary round of daily duration persists for 1 round.

Active

Cyclonic Cylinder (Su)

Starting at 1st level, you may produce a cylinder of cyclonic air and hurl it at a creature within 60 feet as a standard action. Make a ranged attack, dealing 1d6 + your primordial dancer level damage on a successful hit, and knocking that creature prone with a DC 10 + 1/2 your primordial dancer level + your Charisma modifier Strength check to negate.

Take Flight (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, you gain a fly speed of 60 feet with good maneuverability for the duration of your performance, or for rounds equal to your primordial dancer level, whichever is shorter.

Wind Hop (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, you teleport up to 10 feet per primordial dancer level as the dimension door spell.

Whispering Winds (Sky)

Passive

While performing this dance, you have the ability to communicate surreptitiously with those you consider allies within 60 feet. As a swift action, you manifest a slight buzzing directly in the ear of an ally within range, which communicates a message of up to 10 words. Your allies may also communicate in the same manner, but only if you are the subject of their communication. This form of communication cannot be detected by magical means, but can be detected by a successful DC 10 + ½ the speaker’s character level + the speaker’s Charisma modifier Perception check by any creature that is adjacent to the subject. Further, any creature within 60 feet of you with blindsense can clearly perceive any communications passed about in this manner. No Perception check is required.

Active

Nonselective Whispers (Su)

Starting at 1st level, you may remove some of the restrictions of this dance’s passive ability for 1 round as a move action. For the duration, you may produce a message in the ear of any creature within range, not just an ally. The duration of this ability increases by +1 round for every six primordial dancer levels you possess. Starting at 6th level, you may use your passive ability offensively while its restrictions are removed, granting you the ability to perform one of the following in place of delivering a message:

  • Deafen a creature for 2d4 rounds with a Fortitude save to negate.
  • Shaken a creature for 1 round with a Will save to negate. This is a mind-affecting ability.
  • Deal 1 + one-half your primordial dancer level (rounded down) points of sonic damage to the subject with a Fortitude save to negate.

Unless detected, as detailed in the passive ability above, all of the aforementioned functions are as stealthy as a conventional spell sporting the Still Spell and Silent Spell metamagic feats.

Carrying Whispers (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a move action. If you do, you become immune to the deafened condition and are unaffected by areas of magical silence for the duration of your performance.

Controlling Whispers (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s duration as a standard action. If you do, you take control of the mind of a creature within 60 feet as the dominate monster spell, but only for the duration of your performance. A Will save negates. This is a mind-affecting ability.

Tangoes

Sidebar: Tangos
It takes two to tango! The following dances are all made to be used with a friend in mind, and complicated rulings will be provided here rather than copied six times. All tango dances have the following passive text,

“When you begin to perform this dance, choose an ally within 10 feet. If you activate one of this dance’s active abilities while within 30 feet of the chosen ally, then your ally also gains the benefits of that active ability.”

What this means is while your chosen ally is in range, he gains the benefits of any active ability from that tango you have running. The ally can’t activate any tango ability with an activation cost, but if you activate a tango ability that grants you the use of another ability, such as a single-use spell-like ability, then your ally gains that ability, too.

Aquatic Tango (Sea)

Passive

When you begin to perform this dance, choose an ally within 10 feet. If you activate one of this dance’s active abilities while within 30 feet of the chosen ally, then your ally also gains the benefits of that active ability.

Active

Oncoming Tide (Su)

Starting at 1st level, you can invest your movements with additional grace for 1 round as a swift action. Whenever you move into the space occupied by your chosen ally, your chosen ally may move 5 feet as an immediate action. Your chosen ally’s movement does not provoke attacks of opportunity.

Whitewater (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, you ignore the first attack of opportunity your movement would provoke each round for the remainder of your performance. At 12th level, your movement instead provokes no attacks of opportunity.

Hypothermia (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a swift action. If you do, weapons you wield gain the frost weapon special ability and inflict the fatigued condition for 1 round on a successful hit with a Fortitude save to negate. A fatigued creature cannot become exhausted by being fatigued by your weapons multiple times, though a creature fatigued from another source can become exhausted when struck by your weapons, and vice versa. This effect persists for the duration of your performance.

Billowing Tango (Sky)

Passive

When you begin to perform this dance, choose an ally within 10 feet. If you activate one of this dance’s active abilities while within 30 feet of the chosen ally, then your ally also gains the benefits of that active ability.

Active

Wind Shear (Su)

Starting at 1st level, whenever you move less than your base land speed in a single round, if your chosen ally is within 30 feet when his turn begins, he gains a bonus to his base land speed for 1 round equal to your unmodified (unmodified defined as your race’s base land speed + class bonuses) base land speed how far you moved. For example, if your unmodified base land speed is 40 feet and you move 20 feet, then your chosen ally gains a +20-foot bonus to base land speed. This is a circumstance bonus.

Twister (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, you wrap yourself in a sheath of air for the remainder of your performance. Creatures that attack you and miss in melee while you are wrapped in this sheath of air fall prone with a Reflex save to negate. If a creature succeeds on its Reflex save by 4 or more, it effectively puts a spanner in the works, ending this ability immediately.

Gale Force (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a swift action. If you do, you gain the benefits of the haste spell for the duration of your performance.

Heavenly Tango (Cosmos)

Passive

When you begin to perform this dance, choose an ally within 10 feet. If you activate one of this dance’s active abilities while within 30 feet of the chosen ally, then your ally also gains the benefits of that active ability.

Active

Binary Orbit (Su)

Starting at 1st level, you may forge a link between you and your chosen ally as a standard action. While within 30 feet of your chosen ally, whenever you make a skill check with Intelligence, Wisdom, or Charisma as its key ability, you may use the higher of your corresponding mental ability score or your ally’s corresponding mental ability score for the purpose of calculating your total bonus to that skill check. This effect persists for the remainder of your performance.

Gravity Assist (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a move action. If you do, while you are within 30 feet of your chosen ally, you may perform the Aid Another action as an immediate action, but only if said Aid Another action targets your chosen ally. You retain this ability for the duration of your performance.

Juxtapose (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as an immediate action, but only if you are within 30 feet of your chosen ally. If you do, you and your chosen ally switch places as the dimension door spell. If you activate this ability in response to being attacked, then both you and your chosen ally gain a +4 dodge bonus to AC against that attack.

Lithic Tango (Land)

Passive

When you begin to perform this dance, choose an ally within 10 feet. If you activate one of this dance’s active abilities while within 30 feet of the chosen ally, then your ally also gains the benefits of that active ability.

Active

Hard Arms (Su)

Starting at 1st level, you may grant weapons you wield a +1 enhancement bonus for 1 round as a swift action. If any weapon you are wielding has a native enhancement bonus, then you instead increase it by +1, to a maximum of one-third your primordial dancer level, maximum +6. If this would decrease the weapon’s enhancement bonus, there is no effect.

Turning to Stone (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a swift action. If you do, you gain temporary hit points equal to your primordial dancer level, and have hardness equal to half your Charisma modifier, rounded down, against damage dealt against these temporary hit points. Said temporary hit points persist for the remainder of your performance.

Lithic Hide (Su)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a swift action. If you do, you gain DR 10/- for the remainder of your performance. In addition, weapons you wield gain the corrosive weapon special ability for the same duration.

Magmatic Tango (Subterrane)

Passive

When you begin to perform this dance, choose an ally within 10 feet. If you activate one of this dance’s active abilities while within 30 feet of the chosen ally, then your ally also gains the benefits of that active ability.

Active

Thermal Regulation (Su)

Starting at 1st level, you may regulate your internal temperature as a swift action, allowing you to exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected, and is immune to the heat metal and chill metal spells. This effect persists for the duration of your performance.

Molten Flesh (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration as a standard action. If you do, for the duration of your performance, creatures that hit you in melee take 1d8 + one-half your primordial dancer level (rounded down) fire damage.

Magmatic Floe (Su)

Starting at 12th level, if you are within 30 feet of your chosen ally, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, all other creatures occupying space in a line drawn from you to your chosen ally take 1d6 points of fire damage per primordial dancer level with no saving throw allowed.

Vivacious Tango (Life)

Passive

When you begin to perform this dance, choose an ally within 10 feet. If you activate one of this dance’s active abilities while within 30 feet of the chosen ally, then your ally also gains the benefits of that active ability.

Active

Shared Bond (Su)

Starting at 1st level, you may link with your chosen ally (if you have one) as a standard action. While linked, if you are within 30 feet of your chosen ally, you only take half damage from all sources of hit point damage? however, the amount of damage not taken by you is taken by your chosen ally. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with your chosen ally because it is not hit point damage. This effect persists for the duration of your performance.

Shared Health (Su)

Starting at 6th level, you may expend 1 round of this dance’s daily duration to link with your chosen ally (if you have one) as a standard action. While linked, if you are within 30 feet of each other when one of you receives magical healing, then the other one of you gains temporary hit points equal to half the amount healed, to a maximum of your primordial dancer level. These temporary hit points persist for 1 round. This effect persists for the duration of your performance.

Death Ward (Sp)

Starting at 12th level, you may expend 2 rounds of this dance’s daily duration as a standard action. If you do, you cast the death ward spell on yourself (and your chosen ally, if he is within range) with a caster level equal to your primordial dancer level and Charisma as your key ability.

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