Horse wizards often work as leatherers, hoping to perfect the art for the crafting of saddles enchanted to protect their mounts.
|art by Dragon_Wizard
Double Jump- (1st) lets a touched creature jump while in midair, doubling your jump distance or height and possibly changing direction. Lasts 3 Turns.
Flaming Hooves- (1st) One designated creature leaves trail of flames behind it whenever it moves for the next 6 rounds. These flames are nonmagical and disappear from nonflammable surfaces after at most a minute.
Graceful Charge- (1st) A touched creature ignores difficult terrain and impediments, including set polearms and caltrops for 1 Turn.
Tunnel Vision- (1st) One creature in sight loses their peripheral vision. They get +2 morale and have an easier time pathfinding, but otherwise have difficulty noticing things, and -4 AC against all but one creature they focus on. An unwilling creature is entitled to a save vs spells to negate the spell.
Horste- (2nd) as haste, but lasts 2 hours and only works on horses.
Calm Emotions- (2nd) instantaneously halts failed morale roll, rage, etc. May instead let you reroll a reaction roll and take the more moderate result. Targets up to 4d4 HD of creatures.
Borrow Vision- (2nd) See through a touched creature's eyes instead of your own. Lasts as long as you maintain concentration. An unwilling creature is entitled to a save vs paralysis to negate the spell.
Shoulder Burdens- (2nd) You and a willing creature combine your carrying capacity for 1 hour. You aren't encumbered until your combined load exceeds your combined capacity.
Spider Ride- (3rd) like spider climb but with mounts, safely carrying their riders unless overencumbered. Lasts 1 minute per level.