If a spell can help you stand tall, how about one to knock em’ down!
Skills of the Master
School transmutation; Level bard 1, cleric 1, bloodrager 1, Oracle 1, sorcerer/wizard 1
Casting Time swift action
Components V, S
Targets creature touched
Duration 1 round/level
Saving Throw Fortitude negates(harmless); Spell Resistance yes
As you touch the target, you infuse it with the accumulated knowledge of the ancient masters imbuing it with abilities far beyond its own. The target gains a +2 competency bonus to trip attempts and +2 bonus on grapple attempts and checks to pin or maintain the grapple.