When completed, this spell gives you a huge lungful of air, which you use to scream a seemingly unending battle cry. This cry can affect up to 14 creatures, boosting the morale of some and filling others with dread.
You are given seven negative points and seven positive points to distribute. You may give a target in range no more than two points. This represents the effect of the cry on the chosen subject. Each positive point bestows a +1 morale bonus on their attack rolls and saving throws, and each negative point bestows a -1 morale penalty to the same rolls. These points stack with each other, but not with other morale bonuses or penalties, not even those from another howl spell. You may choose yourself as a recipient of points.
Once a round, as a swift action, you may change the recipients of up to three points. You can redistribute more at the cost of a move action. All points need not be expended each round. New recipients must be within 50 ft. of you.
Targets that move more than 50 ft. from you lose any bonus/penalty from points they carry. If they come back into range, their points become active again. You may reassign points away from them while they are out of range.
The spell ends after the duration expires, if you are silenced by a gas attack, magical silence, etc, or when you decide to end it by closing your mouth. Furthermore, your body may not be able to handle the howl. You may continue the scream for 5 rounds, plus or minus your constitution modifier (this includes the round you first cast the spell). On the next round and every round thereafter, you must make a constitution check (DC 15, increasing by 2 every round). Failure means that you have come to the edge of suffocation, forcing you to end the spell and take 1d6 nonlethal damage, leaving you gasping for air for the rest of that round. You have a -4 penalty too all die rolls for that round, and -2 the next.
Points have no effect on deaf creatures. Unwilling recipients may make a will save for each point as it is assigned to them. Such points have no effect on the target, though they still count towards the two-point limit. They may be reassigned to different creatures, or even the same creature again. Points that fail due to spell resistance are wasted and cannot be reassigned, though they do not count towards the two-point limit.