- 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.