Skip to main content

Magic Science


Magic Science

Here will be information regarding wizard magic, spells, magic guilds, regional and racial magic styles, as well as magic items (this will incorporate priest generated magic items as well) and information about magic theory (as considered from the more scientific perspective, even though there are many types of casters that gain their magic power from a variety of sources, not simply studying as there are natural adepts and the like)

Grid Example

Using 3rd party component RevoDataGridopen in new window with only basic configurations...

Specialist and School Spells

Dim Magika

1st Level Spells

Cough
Range5 feet/levelDuration2 melees/level
Casting Time1AOE10 foot radius cloud
SaveReflex or Fort/ReducedSphereEnchantment / Elemental Smoke
Allows the goblin to blow a small jet of smoke that quickly travels to the target location and expands to fill the AOE with an irritating smoke. Creatures must make a Reflex or Fort save (whichever is better) to either escape the cloud or resist it’s effects. Creatures who successfully save suffer a -2/-10% on actions for 1d4 melees and spellcasters must make successful combat spellcasting rolls to act. Creatures that fail the save suffer a -4/-20% penalty to all actions (DM) and have their Dex bonus to DEF cut in half for the full duration. Within confined indoor and underground settings the duration is increased to 3 melees/level while in outdoor settings where there is a breeze the duration is reduced to 1 melee/level
Lull
Range0Duration1 turn/level
Casting Time1AOE10 foot radius cloud
SaveWillSphereCharm / Elemental Smoke
Allows the goblin while passively smoking in an area to cause creatures in the AOE to need to make a will save or be lulled into not noticing anything happening beyond five feet from them. Creatures do not generally notice (DM) they were affected whether they save or not, they simply smell a waft of the goblin’s smoke
Smoke Fingers
Range5 yards/levelDuration1 round/level
Casting Time1AOE10 foot/level radius
SaveNoneSphereDivination / Alteration / Elemental Smoke
Allows the goblin to transport a puff of smoke anywhere within range. The smoke can then be directed by the goblin to move anywhere within the AOE and feel around with exceptional tactile sensitivity. The smoke can flow through the tiniest cracks and can even feel around the inside of such things as chests, drawers and crates assuming they are not air-tight. The goblin will gain +50% on any rolls to detect things via touch (DM) and can additionally direct the smoke to exert very small amounts of force on objects touched. About enough force to open a latch, lid or loose cap, but not enough to pop a tight cork, drag a bag of gold, etc. (DM)

2nd Level Spells

Improved Sleep Smoke
Range10 yards/levelDuration2 turns/level
Casting Time2AOE1d6/level HD w/in range
SaveNoneSphereCharm / Elemental Smoke
A more powerful, but also a visible version of the sleep spell, causes 1d6/level HD worth of creatures to fall into comatose slumber. A light, but definitely noticeable vapor rises near each target and creatures or beings of 3 rd level, 3+HD or lower gain no save and immediately fall asleep. Creatures of 4th^ level or 4+HD gain a Fort save at +2, while those of 5th^ level or higher level are unaffected by the spell. Each of the targets must be within range of each other
Smoke Aura
RangeTouchDuration1 hour/level
Casting Time2AOEWilling creature
SaveNoneSphereIllusion / Elemental Smoke
Summons a chameleonic cloud of smoke that surrounds the creature adding a +20% to stealth and hiding skills. Additionally, the cloud protects the creature adding +2 DEF, but takes damage from attacks as the creature. If the hit misses by only 1 or 2 the aura takes all the damage. The aura has the same amount of HP as the caster at the time of casting
Smoke Walk
Range0Duration1 turn/level
Casting Time2AOESelf
SaveNoneSphereAlteration / Elemental Smoke
By means of this spell the caster may walk on any form of fog, cloud, or smoke as if it were solid. The goblin is able to move at normal movement rate on any smoky substance or may also climb any column of smoke at half movement rate by simply grasping and being carried by the rising smoke
Revealing Smoke at will
Range0DurationConcentration
Casting Time1AOEObjects/creatures w/in 5ft
SaveNoneSphereDivination / Elemental
Smoke Allows the goblin to blow smoke over an object or creature and reveal information about the target. The smoke detects the presence of magic, will reveal runes of activation, hidden extradimensional spaces, etc. (DM) When smoke is blown across a specific area the smoke reveals such things with glows in appropriate auras

3rd Level Spells

Corrosive Smoke
Range10 feetDuration1 melee/level
Casting Time3AOE1 foot/level square surface
SaveFort ½ damageSphereConjuration / Elemental Smoke
Allows the goblin to breathe corrosive smoke over an area which immediately begins to make whatever it touches extremely brittle. It is most effective against non-living wood, stone and metal, but also causes some damage to living creatures with exposed skin which immediately begins to crust (generally, however, this will affect clothing, armor, etc. before getting to skin.) Damage to living creatures is 1 very painful point per melee unless washed thoroughly with water or similar liquid. It’s effect on wood, leather, bone and other formerly living matter is to corrode a 1 foot expanding radius each melee from the initially affected area. Against stone and other non-metallic minerals the corrosion expands at 6 inches/melee while metals are affected at 3 inches/melee. The affected material becomes extremely brittle and can be easily broken and picked away with little pressure. Against bone, stone, iron elementals and the like (including certain types of undead like zombies and skeletons; DM) damage is 2d8/melee
Pressurize
Range10 yardsDurationSpecial
Casting Time1 turnAOEUp to 1d4 objects or contained space
SaveNoneSphereAlteration / Elemental Smoke
Causes a d4 vessels or a single space of up to 10ft to magically seal and fill with smoke vapor until pressure begins to build. Ceramic and glass items such as normal jars and bottles will simply explode causing 2d8 damage to creatures in a 10ft radius. Metal items will hold the pressure until released and can be used for various applications (DM) Small rooms and the like will explode outward at their weakest points (doors, windows, etc.) and cause 2d4 damage to creatures within 10ft of those openings. Note that certain high quality ceramics can be crafted into grenade like weapons that will explode on impact and various pressure based variants can be explored. Duration is based on the resistance of the material and how much pressure the goblin builds within any particular structure
Smoke Warg
Range0Duration1 hour/level
Casting Time1 turnAOESpecial
SaveNoneSphereConjuration / Elemental Smoke
Creates a warg shaped creature from the Elemental Demi-Plane of Smoke. The creature can be ridden only by the mage and has a DEF of 18. It has 7 HP + 1/level and moves at a maximum rate of 10 mph + 10 mph/level (maximum 100 mph) and can support up to 10 additional pounds/level of non-living equipment. The creature makes no sound while moving and will not fight, but is immune to fear of any kind. At 8th level, the mount may pass over sandy, muddy and swampy ground without difficulty. At 10th level, it may pass over water as if it were solid. At 12th level, it may travel horizontally across air as if it were solid and at 14th level it may fly

4th Level Spells

Dispelling Smoke Screen
Range5 yards/levelDuration1 round/level
Casting Time5AOE20 foot cube cloud
SaveNoneSphereAbjuration / Elemental Smoke
Allows the goblin to create a cloud of magical smoke in any shape up to the maximum AOE in size. Any magical effects present in the AOE at the time of casting are dispelled or a dispel check is made (caster vs caster levels) depending on the spell and it’s effects (DM) Any creature or object passing through the cloud will be affected by the dispel magic at the caster’s level in a similar manner and any non-major sphere spells targeted directly in the cloud’s AOE will fail
Smoke Limb
Range0Duration1 hour/level
Casting Time1 roundAOECaster
SaveNoneSphereIllusion / Elemental Smoke
Allows the goblin to create an extra appendage (or replace a lost appendage) which appears semi-material and comprised of smoke. The limb can function as a normal limb, including manipulating objects, using a weapon or shield, etc. but may also become mostly immaterial and able to flow through small cracks and openings reforming on the other side. The limb can effectively exert the strength of the caster and can open complex locks, lift heavy door bars, etc. when used as immaterial and can cause normal weapon damage when semi-solid. Weapons used by the smoke limb must be small, such as knives, short swords and hatchets (DM) but can be used to deploy a shield. This use provides either a single extra attack per round or a shield bonus. The limb provides no sensing abilities beyond touch and is invulnerable to damage, but can be dispelled
Immunity to Smoke and Gas
Range0DurationPermanent
Casting Time0AOEthe Goblin
SaveNoneSphereAbjuration / Elemental
Smoke Makes the goblin immune to all debilitating effects of smoke, gas, ether, fog or any related sort of matter (DM) The goblin may see through any such obscurement as if it were not there, may breathe poisonous or noxious fumes without being affected, may stand in corrosive or burning gasses without being damaged and may move through such clouds without suffering any ill effects
Smoke of Enfeeblement 3/day
Range0Duration1 round/level
Casting Time0AOEUp to 1d4 creatures in a 10ft radius
SaveNegatesSphereEvocation / Necromancy
Reduces the target creature(s) to a strength equivalent of 5 causing them to be at -2 to hit and -1 to damage per die for the duration

5th Level Spells

Breath of the Silver Dragon
Range0DurationInstant
Casting Time5AOE5 foot long x 1 foot radius/level cone
SaveNegates (Fort)SphereEvocation / Smoke
Allows the goblin to breathe a cone of paralyzing smoke like a dragon’s breath weapon affecting all creatures within the AOE. Any creature physically contacted by the smoke must save vs Fort at -2 or be completely paralyzed for 1d4 rounds (5-20 minutes) Creatures who save are unaffected and exceptionally quick creatures (DM) may be allowed to make a Reflex check instead of a Fort check to resist
Smoke Suspension
Range10 yards/levelDuration1 hour/level
Casting Time5AOEOne object up to 2500lbs/level
SaveNoneSphereEvocation / Smoke
Allows the goblin to cause smoke to accumulate under a very heavy object and lift it slowly at a rate of 1 foot per melee (25 feet per round) with concentration. The object cannot be moved horizontally by the spell, but becomes virtually weightless (DM) and can be pushed or pulled along by other forces (i.e. – strong wind, horse team, etc.)

6th Level Spells

In the Bottle
Range10 feet/levelDurationSpecial
Casting Time6AOEOne Creature
SaveNegates (Fort)SphereTransmutation (Alteration) / Elemental Smoke
Allows the goblin to transform a creature into smoke and suck them into a bottle, flask or similar closeable vessel. The vessel must be stoppered, sealed or otherwise closed within one round or the smoke will escape and the spell will fail. However, once stoppered, the creature within is held in a state of suspended animation indefinitely and will not age, be harmed or have anything effect them until the bottle is reopened. Willing individuals may forfeit their save and creatures already in a smoke, mist, vapor or similar form (such as vampires forced into mist, etc) make their save at -7 to resist this spell
Transport via Smoke
RangeTouchDurationInstant
Casting Time1 roundAOEGoblin + 1 creature/2 levels
SaveNegates (Fort)SphereAlteration / Elemental Smoke
Allows the goblin to transport himself plus an additional creature per two levels anywhere on the same plane of existence traveling through smoke. By utilizing the element of smoke as an anchor, this eliminates all possibility of teleportation error, however, it does mean that an area with no smoke within cannot be targeted. The goblin must have some idea of where he is traveling, the spell will then automatically locate an area within 100 yards/level of the target zone attempting to find a smoke source. If located successfully, the goblin may transport himself, the additional creatures and up to 50 pounds/level of gear instantaneously. The spell may all be attempted offensively causing a single target to make a Fort save or be teleported to a location desired by the caster
Control Smoke/Vapor at will
Range10 yards/levelDurationConcentration
Casting Time0AOE100ft/level cube
SaveNoneSphereElemental
Allows the goblin to control the shape, movement and general behavior of any smoke, mist, fog or any other form of vapor including those of a magical nature

7th Level Spells

Smoke Kennels
RangeSpecialDurationSpecial
Casting Time1 dayAOESpecial
SaveNoneSphereTransmutation (Alteration) / Elemental Smoke
Allows the goblin to create a large kennel on the demi-elemental plane of smoke which is bound/tied to whatever other plane desired when casting this spell. The smoke kennel contains up to sixteen small hunting/tracking smoke wargs, six large battle smoke wargs and a single alpha command smke warg (maximum of 1 warg/level per kennel, only one kennel per linked plane and no more than one kennel per 5 smoke mage levels in total.) All smoke wargs have a base 12 hex movement outside the demi-plane of smoke. Hunting wargs are 2HD creatures and prefer not to actually fight, but rather track at a base 150% tracking via scent but can fight at ¼ the mage’s BAB, 1 att/rnd and a d6+4 damage. Battle wargs are 6+HD creatures and fight at +10BAB or the goblin’s BAB whichever is better, have 3 att/rnd (claw/claw/bite – d8+8 claws/d12+10 bite.) The alpha warg is an 8+HD creature, intelligent with tactics skills and able to command the others of the same kennel telepathically. It fights with +12BAB or the goblin’s BAB whichever is better, 3 att/rnd (claw/claw/bite – d10+10 claws/d12+12 bite.) Once the kennel is in place the smoke wargs are permanent and cared for by smoke servants until summoned or dispelled. At will the goblin may summon any number of the creatures housed at the kennel to aid him on the appropriate tied plane and will last until slain, dispelled or up to 2 days per level have passed. The kennel can be refilled if partial smoke wargs are summoned only with a complete recasting of the spell. While tied to the element of smoke, these wargs are not immune to non-magical attacks and can be killed (which simply returns them to the demi-plane of smoke permanently.) Subsequent castings of the spell can call upon the same smoke elemental wargs creating a bond with the goblin (DM)

8th Level Spells

Wall of Black Smoke
Range15 yards/levelDuration1 day/level
Casting Time8AOE1000 square foot/level wall area
SaveFort (Negates)SphereSummoning / Elemental Smoke
Allows the goblin to conjure up a roughly one foot thick wall of black smoke which is toxic and will cause death to most creatures who touch it. The wall may use the AOE worth of space as desired in any configuration desired; a simple wall, a rectangle, a box, hemisphere, etc. The wall cannot be seen through with any manner of non-magical vision, but sounds and objects may pass through it without any effect. Creatures of 1+HD or less who physically contact the smoke immediately perish; creatures of 2-5+HD must save at -4; creatures of 6-8+HD save at -2 and creatures of 9HD and above save normally. The wall cannot be physically disturbed (resistant to even hurricane force winds, etc) but small portions may be disrupted by dispel magic and it can be affected by median sphere and more powerful dispels and anti-magic normally.
Smoke Creations at will
RangeTouchDuration1 hour/level
Casting Time1 roundAOE6 inch/level cube
SaveNoneSphereTransmutation / Elemental
Smoke Allows the goblin to craft existing smoke, either from a fire, a pipe or other source into temporary items which will function as normal quality items for the duration. Objects created cannot be complex unless the goblin has skill based expertise in the area in question, neither can objects retain an extreme sharpness (thus things like pitons can be created, but swords cannot.) In general, created items have no more tensile strength than young, flexible wood, thus strong ropes, clothing, simple tools, a door, etc. can be made quite easily, but things requiring stone or steel strength cannot. Items simply return to smoke at the end of the duration and blow away

10th Level Spells

Summon Smoke Fortress at will
Range10 yardsDuration1 hour/level
Casting Time1 turnAOE100 sq ft/level area
SaveNoneSphereSummoning / Elemental
Smoke Allows the goblin to summon up an extra-dimensional fortress at will with internal dimensions equal to the AOE in any configuration of rooms desired. From the outside, however, the smoke fortress is all but invisible, simply being a very thin layer of smoke hanging in the air of the vicinity (this smoke is impervious to winds up to 10mph/level, however so certain conditions can make the magic more obvious.) The entrance is readily visible to the goblin and any individuals identified by him. Internally, the fortress is a small, comfortable two story home or cabin with comfortable beds, tables, chairs and any other mundane appointments desired by the mage, including things like wash basins, mirrors, etc. A cook fire is also automatically in place for making foods and such while the overall structure maintains a comfortable 70 degree temperature and though masked from the outside, may have as many windows as desired to view the external surroundings. The fortress itself can only be affected by median sphere magic or higher

12th Level Spells

Empower Smoke Warg at will
RangeTouchDurationSpecial
Casting Time1 roundAOESummoned smoke warg
SaveNoneSphereAlteration / Elemental
Smoke Allows the goblin to greatly improve the power of a summoned smoke warg into no longer simply being a mount, but a combat ready battle warg for the duration of the Smoke Warg spell. This power effectively adds 5 minutes to the casting time of Smoke Warg, but once summoned, the warg is a more real, having been empowered with more elemental smoke power. In addition to the abilities of the original spell, the warg is now an 8HD creature (generally between 120-140hp; DEF 24; immune to mind affecting spells; DM) and appears more vicious and intimidating with two attacks/rnd (claw/bite) at the caster’s BAB and doing (d6 claw/d10 bite w/+1 damage/2 caster levels.) Additionally, the warg is intelligent (Int 10) and capable of conversing w/the goblin in any of his natural languages and thus able to follow reasonable instructions (DM.) The warg is also an exceptional tracker, being able to track any creature identified by the caster (DM) at a base 100% chance (-5%/hour old the trail is) and has infravision, detect invisible and see into the Astra and Umbra at a range of 50 yards. Additionally, if separated, the caster may see/sense through the warg at will
Smoke of Disguise 1/day
Range10 yards/levelDuration1 hour/level
Casting Time1 roundAOE25 creatures/level in range
SaveNoneSphereIllusion / Elemental
Smoke Allows the goblin to summon smoke which masks a large group of creatures so they appear as something they are not for the duration. Creatures can be morphed to appear from the size of a small goblin (3ft tall) to a half-ogre (8ft 600lbs max) and their equipment and such can be any reasonable items, limited only by the goblin’s imagination (DM.) Through the use of this power, the goblin could make a group of disheveled poor goblins look like a heavily armored group of mountain dwarves or a small army of goblin trog fighters appear as troglodytes themselves. At a distance of more than 100 yards there is no saving throw, but once closer, creatures witnessing the disguised troops can make a Will save to disbelieve

Ecolu Ahn Mogrus

1st Level Spells

Adrenaline Boost
Range0Duration1 round/level
Casting Time1AOEShifter
SaveNoneSphereAlteration
Endows the shifter with a period of heightened physical capability for the duration. The shifter gains 2d6 points to spread between STR, DEX and CON subabilities (max +3 in any one subability)
Chameleon
Range0Duration2 rounds/level
Casting Time1AOEShifter
SaveNoneSphereAlteration
Allows the shifter to blend in with the surrounding area. When immobile, he will be virtually invisible, especially at ranges of over ten yards (generally only detectable by someone with Observation standard or similar skill.) When moving in areas where the colors and textures of the background do not vary much, the shifter’s skin masks quite well, while abrupt changes (whether du e to movement or a viewer’s perspective) cause approximately a one melee adjustment period (DM) but in general this applies a detection penalty of -50% (DM)
Claws
Range0Duration1 round/level
Casting Time1AOEShifter
SaveNoneSphereAlteration
Causes the shifter’s fingertips to grow into razor sharp claws which can cause 1d6 damage in hand to hand combat. Optionally, the shifter may garner climbing or digging claws. Climbing claws afford a +30% to climbing skills and digging claws allow burrowing into normal earth at a rate of 2 feet/round

2nd Level Spells

Absorb Disease
Range0DurationInstant
Casting Time2AOEShifter or creature touched
SaveNoneSphereAlteration
Allows the shifter to absorb a disease from a touched creature or purge a disease from his own body. The spell does not affect such supernatural diseases as lycanthropy or mummy rot
Ignore Fatigue
Range0Duration1 day/level
Casting Time2AOEShifter
SaveNoneSphereAlteration
Allows the shifter to ignore the need for sleep or rest for the duration. The shifter must still meditate in order to regain mana, however
Resist Pain
Range0Duration1 turn/level
Casting Time2AOEShifter or creature touched
SaveNoneSphereAlteration
Allows the affected creature to ignore the effects of pain, keeping them from falling unconscious due to such physical shock, allowing them to resist torture, etc. The spell does not prevent unconsciousness due to loss of blood
Transmogrification Cantrips at will
Range10 feetDurationSpecial
Casting Time1AOESpecial
SaveNegatesSphereAlteration
Allows the shifter to perform many minor magics in the transmogrification (shapeshifting) school (change one’s eye color, skin color, hair color, hair length, shape nails, etc.) All are obviously magic and are subject to the DM’s restrictions. Cantrips expend no mana, however, the mage must have at least a point of mana in his pool in order to perform such magic

3rd Level Spells

Absorb Poison
Range0DurationInstant
Casting Time3AOEShifter or creature touched
SaveNoneSphereAlteration
Allows the shifter to absorb toxins from a touched creature or purge poisonous substances from his own body. The spell may not affect certain supernatural or extremely exotic poisons (DM)
Amplify Pain
Range5 feet/levelDuration1 melee/level
Casting Time3AOEOne creature
SaveFort ½ effectSphereAlteration
Allows the shifter to amplify the pain of any wound, be it a scratch or gaping wound (though more severe wounds may cause penalties to a victim’s saving throw.) The target must make a Fort save at -2 or be consumed by pain, barely able to move or defend. If the save is made the victim suffers a -4 on all actions (DM) for the duration (note this makes spellcasting almost impossible)
Cannibalize Self
Range0DurationInstant
Casting Time3AOEShifter
SaveNoneSphereAlteration
Allows the shifter to transmogrify his own life energy into useable mana. The shifter can convert one point of Constitution into 5 points of mana and may use as many CON points as desired. The shifter loses hit point bonuses from CON while lowered and th e CON heals at a rate of approximately 1 CON point/week of rest

4th Level Spells

Add Appendage
Range0Duration1 turn/level
Casting Time1 roundAOEShifter
SaveNoneSphereAlteration
Allows the shifter to create one extra appendage of any kind for every six caster levels. Appendages can be grown from any part of the shapeshifter’s body, but clothing and armor worn is a consideration. The DM will assign special benefits, attacks and uses for the added appendage
Body Control
Range0Duration1 hour/level
Casting Time4AOEShifter
SaveNoneSphereAlteration
Allows the shifter to alter his own physiology to adapt to foreign environments for the duration. The adaptation must be keyed to a specific surrounding (i.e. underwater, elemental plane of fire, arctic cold, etc.; DM)
Shift Senses at will
RangeSpecialDurationSpecial
Casting Time1AOEShapeshifter
SaveNoneSphereAlteration
Allows the shifter to alter his senses at will allowing him to do a variety of things such as using hearing to see through a door, using touch to taste an item and using sight to smell something a great distance away. The drawback is that while one sense i s altered, it no longer functions in its normal capacity. It takes a mere melee round to shift one’s sensory use

5th Level Spells

Assume Ethereal Form
Range0Duration1 turn/level
Casting Time1 roundAOEShifter
SaveNoneSphereAlteration
Allows the shifter to become a ghost like creature which can move along the border ethereal. As such, the shifter may move through solid objects of any kind on the prime material plane, moving at his normal rate of speed. The shifter may choose to be visible or invisible to normal vision, though various methods of magical and hyper sensitive detection can locate the ethereal form. The shifter may only be struck by +1 or better weapons in this form
Metal Skin
Range0Duration1 melee/level
Casting Time5AOEShifter
SaveNoneSphereAlteration
Allows the shifter to transform his skin into a flexible, yet nigh indestructible metal. While metal, the shifter is immune to non-magical weaponry, immune to 1st^ level spell damage and automatically has damage of other minor sphere spells reduced by half (¼ damage with save.) The only exception to this damage is electrical damage which does normal damage to the shifter. Additionally, while metal the shifters base DEF improves by +8 and his punches, kicks and other HTH attacks do a base d8 damage plus muscle bonuses. There are other inherent bonuses and some limitations associated with being metallic (DM)

6th Level Spells

Harden Skin: Minor 3/day
Range0Duration1 round/level
Casting Time1AOEShapeshifter
SaveNoneSphereAlteration
Allows the shifter to alter his physical properties transforming his skin into a hardened, yet flexible substance effectively improving his DEF by 4 for the duration. If possible the shifter may use cantrips or other spells to alter the special effects (i.e. appear as light chain, chitinous shell, scales, etc. (DM))

8th Level Spells

Body Weaponry at will
Range0DurationSpecial
Casting Time1AOEShapeshifter
SaveNoneSphereAlteration
Allows the shifter to alter his appendages at will to become any sort of weapon the shapeshifter is familiar with. Because the weapon is attached to the shapeshifter, non-proficiency penalties are halved. If possible the shifter may use cantrips or other spells to alter the special effects or use spells through the body weaponry (i.e. make whips appear as tentacles, use Ray of Enfeeblement by touch, etc.)

Ecolu Atus Ahn Agmus

1st Level Spells

Expeditious Retreat
Range0Duration3 rounds + 1 rnd/lvl
Casting Time1AOECaster
SaveNoneSphereAlteration
Triples the casters movement rate for the duration of the spell and allows vertical leaps up to 5ft and horizontal leaps up t o 15ft with ease. While moving at this rate, the caster cannot perform any other actions (although he can stop and make an action) including spell casting. This spell will not work in conjunction with other movement enhancing spells and items
Eye of the Tiger
RangeTouchDuration1 round/level
Casting Time1AOECreature touched
SaveNoneSphereAlteration
Endows the subject exceptional nightvision up to 60ft for the duration
Fiery Eyes
Range0Duration3 rounds/level
Casting Time5AOECaster
SaveNoneSphereAlteration
Causes the caster’s eyes to glow with an unnatural fire, projecting beams of light and heat in any direction the caster looks. The light is the equivalent of a bright lantern and will fully illuminate the target area up to 60ft away. Within a 3ft radius, the caster may focus the vision for 3 melees on any combustible material and cause them to ignite. The spell may be used in conjunction with Hypnosis, Hypnotic Pattern and similar spells and will cause a -1 to victim saves for such. Some creatures can be affected as if by Fear when viewing this spectacle (DM)
Light Step
RangeTouchDuration5 rounds/level
Casting Time1AOECreature touched
SaveNoneSphereAlteration
Endows the recipient with a limited form of Levitation, allowing them to walk over any surface without leaving tracks (including snow, mud, etc.) and preventing them from being able to trigger weight activated traps and covered pits. In addition, the cr eature may walk across slow moving or still liquid surfaces at half their normal walking rate (DM.) The creature can only move at a walking pace to keep the trackless, lightweight movement, however, if the light step is not required, the spell effectively increases move ment by 50% for the duration
Steady Aim
Range30 yardsDuration1 turn/level
Casting Time1AOEOne warrior
SaveNoneSphereAlteration
Conveys exceptional aim to the target warrior for the duration. If the warrior is motionless and set, the aim allows a bonus of +2 to hit for all attacks with missile weapons. If the warrior is moving (running, mounted, aboard a wagon, etc.) the aim will automatically offset any and all movement penalties, no matter how unsteady the motion
Swim
Range0Duration3 rounds/level
Casting Time1AOECreature touched
SaveNoneSphereAlteration
Enables the recipient to swim with the ease of a fish, allowing movement of 10 hexes/melee combat, or 20mph non-combat movement. This spell does not confer the ability to breathe underwater

2nd Level Spells

Brawl
RangeTouchDuration1 melee/level
Casting Time2AOECreature touched
SaveNoneSphereAlteration
Enhances the recipient’s unarmed combat abilities affording them a +2 to initia, +2 to hit with all hand to hand (non-weapon) attacks and a +10% to any special effects success rate (stunning, KO, etc.) In addition, any holds or locks established have a +4 bonus to be maintained (or -4 to victim’s escape attempts)
Breath of Life
Range100 yardsDuration5 turns
Casting Time1/10th of a secondAOE1 creature/level
SaveNoneSphereAlteration
Endows all target creatures in range the ability to hold their breath for the duration. The casting time is 1/100th of a nor mal melee round and can be cast before any other actions in a round
Cat’s Grace
RangeTouchDuration1 hour/level
Casting Time2AOECreature touched
SaveNoneSphereAlteration
Enhances the recipient’s base Dexterity for the duration (increasing their subabilities proportionally.) Rogues gain up to 1d8 points, Wizards and Warriors up to 1d6 points and Priests up to 1d4 points. The spell cannot confer higher than 20 Dexterity (but may enhance subabilities beyond this) and is not cumulative with any other Dexterity enhancing magic or power
Encompassing Vision
RangeTouchDuration1 hour/level
Casting Time6AOECreature touched
SaveNoneSphereAlteration
Affords the recipient 360 degree vision for the duration allowing them to only be surprised by ranged attacks. In addition, this spell is cumulative with other vision and detection spells (i.e. Infravision, Detect Invisibility, Detect Supernatural, etc.)
Scent Mask
RangeTouchDuration1 turn/level
Casting Time2AOE1 creature/level
SaveNoneSphereAlteration
Conceals all odors emanating from touched creatures for the duration, preventing the ability to track or otherwise detect the m via olfactory sense. The spell will automatically negate an odor based attack, such as a skunk’s spray, a Stinking Cloud spell, etc.
Swift Mount
RangeTouchDuration2 hours + ½ hour/lvl
Casting Time1 roundAOE1 mount/two levels
SaveNoneSphereAlteration
Effectively doubles the affected mounts’ movement rate for the duration, including any form of locomotion (i.e. running, swimming, flying, etc.) The spell does not increase carrying capacity and casting the spell on an encumbered mount automatic ally negates the spell. At the end of the spell, affected mounts are physically exhausted and cannot be moved for approximately 24 hours
Vocalize
Range0Duration5 rounds
Casting Time2AOECreature touched
SaveNoneSphereAlteration
Allows the caster to cast any spell which normally requires verbal commands without them (DM) for the duration, allowing the caster to successfully cast in the confines of a Silence radius or stealthy activity

3rd Level Spells

Deadly Strike
Range0Duration1d6+3 melees
Casting Time3AOECaster
SaveNoneSphereAlteration
Improves the martial prowess of the caster for the duration, causing all successful hits in melee to cause maximum damage. The spell affects only hand to hand weapons, unarmed combat and hand propelled missiles (i.e. knives, darts, etc.)
Eye of the Eagle
RangeTouchDuration1 turn/lvl
Casting Time1 roundAOECreature touched
SaveNoneSphereAlteration
Increases the affected creature’s vision to double it’s normal effectiveness (this is cumulative with such spells as infravis ion and natural abilities like nightvision.) The Observation proficiency is temporarily increased by 30% and it improves accuracy with long range missile weapons (such as bows), providing a +2 to hit at all ranges
Lesser Skill Appropriator
RangeTouchDuration1 turn/lvl
Casting Time3AOECaster
SaveSpecialSphereAlteration / Enchantment
Allows the caster to temporarily gain aptitude with a non-weapon proficiency known by another. If the target of the spell is a willing party, there is no saving throw, however, if the target wishes to resist a save is allowed. Skills learned are at the same % as the “teacher” and the spell cannot confer specialized capabilities (specialized proficiencies automatically translate as a st andard proficiency at 120%)

4th Level Spells

Improved Strength
RangeTouchDuration1 rnd/level
Casting Time4AOEOne creature
SaveNoneSphereAlteration
A more powerful version of the Strength spell, it allows the mage to confer giant class strength to the recipient. Warriors may gain up to 1d8+4 slots (max 25), Priests and Rogues 1d6+4 (max 23) and Wizards 1d4+4 (max 21). At the end of the spell, the affected creature become extremely exhausted and must rest for 1d3 turns to recover his normal strength. The spell is not cu mulative with other strength enhancing magic
Master of Arms
RangeTouchDuration1 turn/level
Casting Time4AOEWarrior touched
SaveNoneSphereAlteration
Allows the mage to enhance the weapon’s skill of any warrior touched. Recipients become proficient with any weapon they pick up for the duration, weapons which they are familar or proficient with become the equivalent of specialized and weapons which they are specialized in become the equivalent of weapon of choice. The spell cannot confer weapon mastery or beyond
Running Warrior
Range60 yardsDuration2 rnds/level
Casting Time4AOEOne creature
SaveNoneSphereAlteration
Allows the mage to enhance the movement and speed of a warrior for purposes of fighting a running battle or one which is fought over a wide terrain. The affected creature first is granted a move of 15 hexes in combat, regardless of their level o f encumbrance. In addition, no matter how far the creature moves in combat, they may still make half of their attacks (i.e. may move full move and still attack)

5th Level Spells

Ironguard
RangeTouchDuration1 round/level
Casting Time5AOEOne creature
SaveNoneSphereAlteration
Allows the mage to confer immunity to the existence of non-magical metals to herself or the creature touched. Weapons of such origin will simply pass through the protected individual as if they do not exist. In addition, the affected creature ma y pass through metal doors, bars and similar impediments as if they do not exist. The spell affects the creature and all items on it’s person at the time of casting (in other words, metal armors/weapons worn at the time of casting are unaffected and may be used normally)
Primal Fury
Range20 yardsDuration1 round/level
Casting Time5AOEOne warrior
SaveNoneSphereAlteration
Allows the mage to confer a surge of rage to the target warrior, transforming him into a berserker-like juggernaut. The recipent becomes immune to all forms of fear and gains a +2 to save versus all forms of debilitating magic. In addition, the warrior receives +2 to hit and damage for the duration, gains one additional attack phase (i.e. 3/2 becomes 2, etc) and gains a temporary boost of 4d4 hit points. In combat, the warrior will seek out and destroy all of his enemies first, however, if the spell is still in effect when all such targets are eliminated, he will turn on the nearest creature, friend or foe, with the intent of destroying them as well
Superior Spell Enhancer
Range0DurationInstant
Casting Time+1AOECaster
SaveNoneSphereAlteration
Allows the mage to augment the power of one of her spells, increasing it’s potency and damage. The enhancement is chanted before the actual spell is cast, then the attack spell. The enhanced spell causes all targets to have their magic resistance lowered by 10%, save at -1 and each die of damage to be increased by 1 (i.e. Fireball becomes 1d6+1 damage per die)

6th Level Spells

Greater Skill Appropriator
RangeTouchDuration1 turn/lvl
Casting Time3AOECaster
SaveSpecialSphereAlteration / Enchantment
Allows the caster to temporarily gain aptitude with a non-weapon proficiency known by another. If the target of the spell is a willing party, there is no saving throw, however, if the target wishes to resist a save is allowed. Skills learned are at the same % as the “teacher” and the spell cannot confer specialized capabilities (specialized proficiencies automatically translate as a st andard proficiency at 120%)
Pain
RangeTouchDuration1 turn/lvl
Casting Time3AOECaster
SaveSpecialSphereAlteration / Enchantment
Allows the caster to temporarily gain aptitude with a non-weapon proficiency known by another. If the target of the spell is a willing party, there is no saving throw, however, if the target wishes to resist a save is allowed. Skills learned are at the same % as the “teacher” and the spell cannot confer specialized capabilities (specialized proficiencies automatically translate a s a standard proficiency at 120%)
Power Word: Silence
Range120 ydsDuration1 round
Casting Time1AOEOne Creature
SaveNoneSphereAlteration
Causes the victim and everything within a one foot radius of them to become completely silent for the duration. This prevents spellcasting of any kind, command words and any sound based attacks
Urgent Utterance
Range0DurationOne day or until used
Casting Time1 turnAOECaster
SaveNoneSphereAlteration / Enchantment
Allows the caster to prepare a spell for an emergency use. Once the urgent utterance is cast, the mage focuses on the desired spell and weaves it’s somatic and verbal components into a single command word which can be triggered before any initiative. The mage can have up to three such spells readied (each requires a separate spell), all spells must be 6th level or lower (DM’s restrictions on spells)

Specialist and School Powers

Dim Magika

2nd Level Powers

Revealing Smoke at will
Range0DurationConcentration
Casting Time1AOEObjects/creatures w/in 5ft
SaveNoneSphereDivination / Elemental
Smoke Allows the goblin to blow smoke over an object or creature and reveal information about the target. The smoke detects the presence of magic, will reveal runes of activation, hidden extradimensional spaces, etc. (DM) When smoke is blown across a specific area the smoke reveals such things with glows in appropriate auras

4th Level Powers

Immunity to Smoke and Gas
Range0DurationPermanent
Casting Time0AOEthe Goblin
SaveNoneSphereAbjuration / Elemental
Smoke Makes the goblin immune to all debilitating effects of smoke, gas, ether, fog or any related sort of matter (DM) The goblin may see through any such obscurement as if it were not there, may breathe poisonous or noxious fumes without being affected, may stand in corrosive or burning gasses without being damaged and may move through such clouds without suffering any ill effects
Smoke of Enfeeblement 3/day
Range0Duration1 round/level
Casting Time0AOEUp to 1d4 creatures in a 10ft radius
SaveNegatesSphereEvocation / Necromancy
Reduces the target creature(s) to a strength equivalent of 5 causing them to be at -2 to hit and -1 to damage per die for the duration

6th Level Powers

Control Smoke/Vapor at will
Range10 yards/levelDurationConcentration
Casting Time0AOE100ft/level cube
SaveNoneSphereElemental
Allows the goblin to control the shape, movement and general behavior of any smoke, mist, fog or any other form of vapor including those of a magical nature

8th Level Powers

Smoke Creations at will
RangeTouchDuration1 hour/level
Casting Time1 roundAOE6 inch/level cube
SaveNoneSphereTransmutation / Elemental
Smoke Allows the goblin to craft existing smoke, either from a fire, a pipe or other source into temporary items which will function as normal quality items for the duration. Objects created cannot be complex unless the goblin has skill based expertise in the area in question, neither can objects retain an extreme sharpness (thus things like pitons can be created, but swords cannot.) In general, created items have no more tensile strength than young, flexible wood, thus strong ropes, clothing, simple tools, a door, etc. can be made quite easily, but things requiring stone or steel strength cannot. Items simply return to smoke at the end of the duration and blow away

10th Level Powers

Summon Smoke Fortress at will
Range10 yardsDuration1 hour/level
Casting Time1 turnAOE100 sq ft/level area
SaveNoneSphereSummoning / Elemental
Smoke Allows the goblin to summon up an extra-dimensional fortress at will with internal dimensions equal to the AOE in any configuration of rooms desired. From the outside, however, the smoke fortress is all but invisible, simply being a very thin layer of smoke hanging in the air of the vicinity (this smoke is impervious to winds up to 10mph/level, however so certain conditions can make the magic more obvious.) The entrance is readily visible to the goblin and any individuals identified by him. Internally, the fortress is a small, comfortable two story home or cabin with comfortable beds, tables, chairs and any other mundane appointments desired by the mage, including things like wash basins, mirrors, etc. A cook fire is also automatically in place for making foods and such while the overall structure maintains a comfortable 70 degree temperature and though masked from the outside, may have as many windows as desired to view the external surroundings. The fortress itself can only be affected by median sphere magic or higher

12th Level Powers

Empower Smoke Warg at will
RangeTouchDurationSpecial
Casting Time1 roundAOESummoned smoke warg
SaveNoneSphereAlteration / Elemental
Smoke Allows the goblin to greatly improve the power of a summoned smoke warg into no longer simply being a mount, but a combat ready battle warg for the duration of the Smoke Warg spell. This power effectively adds 5 minutes to the casting time of Smoke Warg, but once summoned, the warg is a more real, having been empowered with more elemental smoke power. In addition to the abilities of the original spell, the warg is now an 8HD creature (generally between 120-140hp; DEF 24; immune to mind affecting spells; DM) and appears more vicious and intimidating with two attacks/rnd (claw/bite) at the caster’s BAB and doing (d6 claw/d10 bite w/+1 damage/2 caster levels.) Additionally, the warg is intelligent (Int 10) and capable of conversing w/the goblin in any of his natural languages and thus able to follow reasonable instructions (DM.) The warg is also an exceptional tracker, being able to track any creature identified by the caster (DM) at a base 100% chance (-5%/hour old the trail is) and has infravision, detect invisible and see into the Astra and Umbra at a range of 50 yards. Additionally, if separated, the caster may see/sense through the warg at will
Smoke of Disguise 1/day
Range10 yards/levelDuration1 hour/level
Casting Time1 roundAOE25 creatures/level in range
SaveNoneSphereIllusion / Elemental
Smoke Allows the goblin to summon smoke which masks a large group of creatures so they appear as something they are not for the duration. Creatures can be morphed to appear from the size of a small goblin (3ft tall) to a half-ogre (8ft 600lbs max) and their equipment and such can be any reasonable items, limited only by the goblin’s imagination (DM.) Through the use of this power, the goblin could make a group of disheveled poor goblins look like a heavily armored group of mountain dwarves or a small army of goblin trog fighters appear as troglodytes themselves. At a distance of more than 100 yards there is no saving throw, but once closer, creatures witnessing the disguised troops can make a Will save to disbelieve

Ecolu Ahn Mogrus

2nd Level Powers

Transmogrification Cantrips at will
Range10 feetDurationSpecial
Casting Time1AOESpecial
SaveNegatesSphereAlteration
Allows the shifter to perform many minor magics in the transmogrification (shapeshifting) school (change one’s eye color, skin color, hair color, hair length, shape nails, etc.) All are obviously magic and are subject to the DM’s restrictions. Cantrips expend no mana, however, the mage must have at least a point of mana in his pool in order to perform such magic

4th Level Powers

Shift Senses at will
RangeSpecialDurationSpecial
Casting Time1AOEShapeshifter
SaveNoneSphereAlteration
Allows the shifter to alter his senses at will allowing him to do a variety of things such as using hearing to see through a door, using touch to taste an item and using sight to smell something a great distance away. The drawback is that while one sense i s altered, it no longer functions in its normal capacity. It takes a mere melee round to shift one’s sensory use

6th Level Powers

Harden Skin: Minor 3/day
Range0Duration1 round/level
Casting Time1AOEShapeshifter
SaveNoneSphereAlteration
Allows the shifter to alter his physical properties transforming his skin into a hardened, yet flexible substance effectively improving his DEF by 4 for the duration. If possible the shifter may use cantrips or other spells to alter the special effects (i.e. appear as light chain, chitinous shell, scales, etc. (DM))

8th Level Powers

Body Weaponry at will
Range0DurationSpecial
Casting Time1AOEShapeshifter
SaveNoneSphereAlteration
Allows the shifter to alter his appendages at will to become any sort of weapon the shapeshifter is familiar with. Because the weapon is attached to the shapeshifter, non-proficiency penalties are halved. If possible the shifter may use cantrips or other spells to alter the special effects or use spells through the body weaponry (i.e. make whips appear as tentacles, use Ray of Enfeeblement by touch, etc.)