Teamwork Benefit: Friendly Fire Evasion
By attuning himself to minute, almost subliminal changes in the envioronment, a team member gets just enough warning to avoid damaging area spells cast by his allies.
Training
During the training procedures for this benefit, the spellcasters on your team cast lightning bolts, fireballs, flame strikes and other area spells in their arsenal, and other team members stand on the fringes of the spells' area, their senses perked for the whiff of brimstone, the crackle of static electricity, or the barely audible hum that occurs an instant before such spells go off. Then each practices ducking, dodging and covering so that he avoids the damage from those spells.
Task Leader Prerequisites
Spellcraft 4 ranks and the evasion ability
Team Member Prerequisites
Base Reflex save +2, Spellcraft 1 rank.
Benefit
You gain the evasion ability, but only concerning spells cast by team members.
(All content on this page reproduced with apologies to Wizards of the Coast from DMG II)