# Call to Arms
#pf2e/focus_spell/level_1 #pf2e/class/oracle #pf2e/school/enchantment 
==[Uncommon](../../../Traits/Uncommon.md)== ==[Auditory](../../../Traits/Auditory.md)== ==[Cursebound](../../../Traits/Cursebound.md)== ==[Emotion](../../../Traits/Emotion.md)== ==[Enchantment](../../../Traits/Enchantment.md)== ==[Mental](../../../Traits/Mental.md)== ==[Oracle](../../../Traits/Oracle.md)==
*Source* Advanced Player's Guide pg. 230 2.0
**Mystery** battle
**Cast** ◄ verbal; **Trigger** You are about to roll for initiative.
**Area** 20-foot emanation
**Duration** 1 minute

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You cry out a call to arms, inspiring your allies to enter the fray. Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration.

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**Heightened (6th)** The bonus increases to +3.
**Heightened (9th)** The bonus increases to +4.