Illusion, Enchantment, Conjuration, Evocation
Charisma, Acrobatics, Arcane
Disguise Self, Greater Revelry, Permanent Image, Sleep, Spell Expansion
The spell-dancer is a subset of the mage class that specializes in the subschools of magic and charismatic performances. These casters are also capable of performing a number of utility roles in other occupations world wide, though are primarily found in Quel'Thalas .
Entertainers gifted with power over the arcane, creative performance skills and strong martial prowess may follow the path of a spell-dancer. Combining martial skill and magical aptitude into a form that ensnares the mind as much as it is a disciplined practice of the arcane arts, spell-dancers think of themselves more as a subset of visionary mages who study the effect of physical movement and techniques upon spellcasting abilities.
Spell-dancers are an energetic sort of spellcaster who draw on the magical resource known as mana as well as physical energy to power their magical songs and dances. Functioning similar to a sorcerer or bard, they create magic when they need it, drawing from a wide repertoire of spells but in a taxing manner.
Some call them spellsingers, but the primary component of their magic is the dance. Most spell-dancers are students of the arcane, but some adept mages find the path alluring and sometimes walk the path of the spell-dancer. Characters of other classes almost never become spell-dancers and most are female.
Spell-dancers sometimes join traveling shows of minstrels, bards and dancers, but are top performers at prestigious theatres across Quel’Thalas and Northern Lordaeron. Their imaginative dance abilities are remarkable and their mobility to cast while performing creates captivating spectacles. Some conservative spellcasters dislike spell-dancers and accuse them of making a mockery of the raw power of the arcane.
OriginsEditTen-thousand years ago, before the War of the Ancients, the strong emphasis on mages within elven culture influenced how even non-mages viewed themselves. Many elven mages did not consider themselves masters of a blend of martial and magical talents, but rather a sub-category of mages who studied the effect of physical movement and techniques upon spellcasting abilities. They believed their application of stronger somatic components in the form of full-bodied movement was an outgrowth of the concept of the “spell dance”, which itself is just another practice of the arcane arts.
Following the exile of the Highborne the application of greater somatic gestures evolved, specifically in quel’dorei culture, with the addition of art and dance. It later adopted spells from various schools of magic, though primarily the schools of illusion, enchantment, conjuration and evocation are used today.
Spell-dancers often master one of four schools of magic, gaining access to unique spells and performance bonuses, but are capable of using spells from all four schools. Their specializations focus on enhancing specific schools of magic – glamorous and figment illusions, compulsion and charm enchantments, prop conjuration and frost or fire evocation.
Spell-dancers that are oriented around conjuration benefit other acts as auxiliary and prop performers. One of the Darkmoon Faire’s most famous performances was enhanced by quel’dorei sisters called “The Flaming Angels”, they had the ability to conjure brilliant wings and soar over the crowd in the world’s only known flying spell-dance.
The most frowned-upon form of spell-dance belongs to those who specialize in enchantment, though it is also known to be the most captivating form. Spell-dancers who excel in enchantment often rely on charm and compulsion spells to mesmerize their audience, allowing them to use baser forms of the other three specializations to create a truly entertaining performance.
Spell-dancers with a specialization in evocation are the rarest of all four specializations due to the caustic nature of the practice. Evocation spell-dancers call upon real fire and frost spells to stimulate their audience with thrilling and sometimes terrifying performances. This form of spell-dance is not always permitted within the boundaries of city life.
Some of Azeroth’s most adept illusionists are spell-dancers. Spell-dancers focus their dance movements to enhance their ability to manipulate the arcane and deceive the senses of others by summoning phantasmic phenomena. Often spell-dancers with a specialization in illusion master glamour and figment spells, their signature spells (Permanent Image, Greater Revelry and Disguise Self) have made them the most well-known entertainers in the Eastern Kingdoms.
Components: Somatic, Material
Duration: 10 min./per caster level
The spellcaster transforms herself – including clothing, armor, weapons and other equipment – to look like another person, creature or thing.
Material Component: A pinch of arcane dust and a bit of make-up.
Greater Revelry Edit
Components: Verbal, Material
Target: Within one 60-ft. radius/ per every 4 caster levels
Duration: 1 minute/per caster level
The spellcaster creates a beautiful, haunting music that only those within the area affected can hear. The caster can change the instruments being played, and the tempo and mood of the music (which is strictly instrumental) at any time within the duration of the spell.
Material Component: A piece of a musical instrument, or a miniaturized figurine of a musical instrument under the effects of a permanency spell (which will not be consumed).
Components: Somatic, Material
Target: Scene cannot extend beyond a 20-ft. cube + one 10-ft. cube/per caster level
Duration: Permanent until dispelled
This spell creates a visual of a scene, including objects, small or medium creatures, and forces that the spellcaster can imagine, which move as directed by the spellcaster. It also includes auditory, olfactory and thermal components, and the scene follows a script determined by the caster. The scene, once set in motion, follows that script without having to concentrate on it. The illusion may also include intelligible speech or song, if the spellcaster wishes.
Material Component: A bit of fleece and a handful of sand from Azurebreeze Coast.
Enchantment (Compulsion) [Mind-Affecting]
Components: Somatic, Material
Target: One or more living creatures within a 10-ft. radius burst
Duration: 1 min/per caster level
A sleep spell causes a magical slumber to come upon a number of creatures within the affected area. Awakening a creature affected by this spell takes only a quick jostle of the upper torso and head.
Material Component: A pinch of fine sand, rose petals, or a live cricket.
Components: Somatic, Verbal, Material
Target: One prepared spell per day/per every 4 caster levels
Duration: Instantaneous (only lasts for the specific prepared spell)
This spell allows the spellcaster to enhance either the duration or target of a pre-existing prepared spell from her personal spellbook.
Material Component: A bit of parchment, an arcane crystal worth 250 gp and one drop of enchanted ink.