Elitist (Spell)

From Epic Path
Jump to: navigation, search
Level: Sorcerer/Wizard 9
School: Enchantment


Casting Time: Standard Action
Components: V, S, M (a fancy button, worth 1 gp)


Range: See Below
Target or Area: one target creature, plus one per 15 character levels (drop fractions; max 3 at level 30) allied creatures within a 30 foot cone. (A 6x6 square adjacent to your space.)
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes


Upon proclaiming the ringing praises of the Elitest spell, those allies who you name during the casting and who are within a 30 foot cone area of effect are filled with a buoyed sense of their own self-worth, and their ability to fulfill nearly any mission. If the caster wishes to name themselves as one of these targets, they are allowed to do so.
All affected creatures must be able to hear the caster as the spell is cast, but they do not need to share a language for the richly intoned praise to work its magic.
Creatures who are affected by Elitest are utterly, completely, convinced of their superiority to any foes they may be facing, and receive many benefits for the duration of the spell:
Any Skill checks made to affect an enemy creature, such as Might or Sleight of Hand checks for combat maneuvers, or Bailiwick skill checks for defensive casting, gain a +3 Arcane bonus.
All save DC's for all effects from class features, spells, etc, are increased by +2.
All attack rolls, melee or ranged, of any sort, gain a +2 arcane bonus to hit.
All damage results inflicted upon enemies gain an arcane bonus equal to the Caster Level of the caster of Elitist.
This spell lays a dual charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell instead lays a dual charge on you, the caster. Targets which already have a dual charge, a divine charge, or an arcane charge, may choose only one of these effects to keep. Dual charges are treated as both an arcane and a divine charge, and a creature may only ever have a single arcane charge and divine charge present on them at a time.