Choir Mage Songs

Choir mage Songs function at Close range (25 ft + 5ft/2 choir mage levels)

Adorable Ditty: This cute, upbeat tune keeps allies’ spirits positive and hopeful, granting them a +1 Morale bonus to Attack, AC, and saves against fear effects. This bonus increases by 1 for every 5 levels beyond 1st. Harmony: Fire a ray of negative energy as a ranged touch attack at close range, dealing 1d4+Choir Mage Level negative energy damage. Undead targets are instead healed for this amount. Purge: Unleashes the full force of the negativity deflected by the Song, dealing 1d8 negative energy damage per stack of Crescendo in a 30-foot cone (Will ½). Flipsphere: Increases the purge damage to 2d8 per stack of Crescendo.

Headbanger: This aggressive, violent tune makes it difficult for foes to concentrate on the task at hand, inflicting a -1 penalty on attack rolls, concentration checks, and skill checks (Will neg). This penalty increases by 1 for every 5 levels beyond 1st. Harmony: Toss an orb of energy (fire, acid, cold, or electric) at a target in Close range. The target takes 1d8/3 Choir Mage Levels damage of the chosen type (Ref 1/2). Purge: Creates a linear blast of energy (fire, cold, electric, or acid) 60 feet long that deals 1d10 damage per stack of Crescendo (Ref ½). Flipsphere: Increases the purge damage to 2d10 per stack of Crescendo.

Beautiful Melody: This sweet, silvery tune coagulates healing energies around allies, granting them Fast Healing 2/- and a +2 morale bonus on saves against death effects. This bonus increases by 1 for every 5 levels beyond 1st. Harmony: Heal (1d4+1/2 Choir Mage Level) to a creature in close range. Undead creatures are instead damaged for 1d4+Choir Mage level (Will 1/2). Purge: Heals a target creature in 60 feet for (1d6+1) per stack of Crescendo, or damages an undead for the same amount (Will ½). Flipsphere: Revives a creature in 60 feet as though via the resurrection spell, or instantly destroy an undead (Will partial, instead takes 4 damage per stack of Crescendo)

Electropop: This high-pitched, loud song causes injury to foes, dealing 1 sonic damage per stack of Crescendo at the start of each round to affected enemies (Fort each round negates - enemies that save once are immune for the duration of the Song). This effect affects creatures normally immune to effects that grant Fortitude saves. Harmony: Distract a creature at close range with your song. The subject must make a Fort save or suffer a -2 on attack rolls and concentration checks for 1 round/3 Choir Mage Levels (min 1). Purge: Unleash a chaotic, painful finale that inflicts 1d8 sonic damage per Crescendo stack (Fort ½) in a 10-foot radius at Medium range and deafens those that fail their Fort save for 1d4 rounds. Flipsphere: Increases damage to 1d12 per Crescendo stack and extends the deafen duration on a failed save to 1d4 minutes.

Burning Shouts: This vigorous battle chant inspires prowess in allies. They gain a +2 morale bonus to damage rolls, and a +1 to Fortitude saves. These bonuses increase by 1 for every 5 levels beyond 1st. Harmony: Encourage a creature in close range, granting them a +2 morale bonus to attacks for 1 round/3 Choir Mage Levels (min 1). Purge: Unleashes a powerful battle cry that dazes enemies at Close range for 1 round and deals 1d6 sonic damage per Crescendo stack (Fort 1/2 and negates daze). Flipsphere: Increases sonic damage to 1d10 per Crescendo stack and the daze duration to 1d4 rounds. Targets that succeed on their saves are instead shaken for the duration.

Dreamy Melody: This soft, dreamy lullaby induces torpor in foes at Close range, causing them to be staggered if they fail a Will save (new save every round, at the start of their turn). Harmony: Select one creature/4 Choir Mage Levels (min 1) in Close range. They must make a Will save or be slowed for one round. Purge: Lulls affected targets to sleep for 1 round (Will neg). Flipsphere: Lulls all affected enemies to sleep (Will partial) for 1d4+2 rounds. Targets that succeed on their saves are instead slowed for 1 round.

Dashing Ballad: This brave, bold tune rouses allies to action, granting a +5 enhancement bonus to movement speed, and a +1 dodge bonus to AC. These bonuses increase by +5 and +1, respectively, for every 5 levels after 1st. Harmony: Confer urgency upon one creature/4 Choir Mage Levels (min 1), granting it an additional +2 dodge bonus to AC for one round. Purge: Focus the full acceleration of the tune onto the cells of a single foe within 60 feet, dealing 5 force damage per stack of Crescendo (Fort 1/2). Flipsphere: In addition to damage, the subject is paralyzed for 1d4 rounds if they fail their Fortitude save. Targets that succeed on their saves are instead dazed for 1 round.

Litany of Daemons: This foul tune leaves a disturbing, greasy feel in the atmosphere. Inflicts the shaken condition on affected enemies (Will each round to negate - enemies that save once are immune for the duration of the Song). Each round, there is a 10% chance of a random evil outsider of HD<Choir Mage level being summoned adjacent to a random enemy in Medium range. The angry monster immediately attacks the nearest creature and continues to follow this tactic until slain or banished. Harmony: The chance each round of summoning an outsider is increased by 5%/4 Choir Mage Levels (min 5%). Purge: Summons one evil outsider with a CR up to 1/2 Crescendo stacks in front of the Choir Mage. This creature serves her for (Cha mod x2) rounds, then is dismissed. It will not act egregiously outside its nature (e.g. it will not grant free wishes). Flipsphere: Immediately summons an evil outsider with a CR up to Crescendo stacks in front of the Choir Mage. This creature serves her for (Cha mod x2) rounds, then is dismissed. It will not act egregiously outside its nature (e.g. it will not grant free wishes).