Had some extra time so I’ll post this today!
Kobolds seem to revere a great deal of things, specifically those possessing power. They endlessly search for items, places, and even creatures potent in magics. Some inner desire for mana motivates them. Through this search they gather bits and pieces of arcane lore, jamming it all together into some strange ritualistic experience.
Those of the Faith believe in these simple values
#1 Kobolds are the first and perfect race, all others are simply shadows!
#2 Magic is final, all those potent with it are in some manner Kobold.
#3 Seek out those enriched with power, take their knowledge however necessary!
Despite the rather ragtag nature of Kobold magic there is a certain common theme no matter how far away the tribe. Tending towards the subtle rather than direct, inflicting curse on foes, emboldening fellow pack members, and utilities designed to help make expansion easier.
Kobold magic uses many different focuses, the core by which all channel however, is the totem. A personally crafted item, usually made from the wands of those humanoids unwillingly to convert (nearly all).
Being at least partially a faith based power Kobolds use Religious Ritual (Kobold) for their spells. Using this skill they are able to default to any other tradition’s spells provided they have time to research the material, this is at a -3 and they must further default to the skill that tradition uses. Kobolds are also able to add other tradition’s spells to their list through research, although often introducing certain quirks into the invocations.
Alter Earth and Stone Area Spell 5 yards
“Mud turns as hard as dwarven concrete, ancient bedrock becomes like clay, this spell allows infinite construction for the pack!”
Focus: Pure water and clear gems
Effect: The target nonmagical earth or stone may be strengthened or weakened. Useful for shaping the underground.
Cost: 3 FP +1 FP per addition yard to a max of +6 yards.
Extra Effort: Increase maximum by 1 yard per tick.
Rat Pack’s Blessing Aura Spell 4 yards
“Strength in numbers, stand with your kin in pride!”
Focus: Rat tails tied together
Effect: Allies within range gain a +1 bonus on all skill rolls per other allies in aura (applying to and counting one’s self).
Extra Effort: Increase area by 1 yard for +1 FP a second per tick.
Stench Ranged Area Spell 3 yards (HT)
“A horrible miasma fills the air, bringing even the strongest to their knees.”
Focus: A foul smelling item, preferably rotten
Effect: Those who fail their resistance rolls suffer from retching for 1d seconds, and are nauseated for as long as they stay in the cloud. Those immune to toxins, metabolic hazards, or inhaled substances are unaffected.
Cost: 3 FP to cast, and an additional 1 FP every other second after to maintain.
Extra Effort: Increase the radius of the effect by 1 yard for 1 FP, at casting, per tick.
Transfer Vitality Touch Spell (HT)
“A pale light is ripped from your form, and consumed by the casters own…Your life force fueling further magics!”
Focus: Hand of a Dead Killer and Standard
Effect: A single target suffers 1d hp or fp damage, every 2 points dealt restores that much to yourself. Or deal that amount to yourself and heal that much to a touched target, as above (2 points per).
Cost: 2 FP +1 FP per extra 1d to a max of +3d.
Extra Effort: Increase max damage by 1d per tick
Restore or steal full amount for 1d dealt for 1 FP per tick.
Withering Curse Ranged Spell (Will)
“A terrible shade falls upon the victim, draining hope and strength alike.”
Focus: Blood and spoken name of the target (penalty without) and Standard
Effect: A single target that fails their resistance roll suffers -3 on all skills and defenses. Only one target may be affected at a time, and they may only suffering one Withering Curse at a time.
Cost: 4 FP +1 FP every second to maintain
Extra Effort: Inflict -1 DR per tick for 1 extra FP every second while the curse is maintained as well.