I came up with this a while ago and it seemed fitting for this thread. It was made for 3.5 though Im sure it could be converted to PF pretty easily if one wanted to do so.

Goblin Domain:

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Granted Abilities: When casting spells against the goblins favored enemies (Gnomes and Dwarves) all spell DCs are at +1.

1st level: Twilight’s Kiss

2nd level: Hunger of the Ravenous One

3rd level: Mark of the Hunted

4th level: Thirst of the Goblin Master

5th level: Instant Legion

6th level: Blades of the Red Goblin

7th level: Summon DoomHowler

8th level: Scourge of the Goblin Lord

9th level: Unstoppable Horde

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Twilight’s Kiss
Transmutation
Level: Clr 1, Wiz/Sorc 1, Goblin 1
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Touch
Target: Self or creature touched
Duration: 1 rd/ level
Saving Throw: Will (Harmless)
Spell Resistance: Yes

By means of this spell the subject of this spell receives a +4 bonus to any spells or effects that induce the “dazzled” condition. They also gain the ability to use their darkvision or low light vision in areas of magical darkness if they make a saving throw vs. the DC of the darkness spell or effect. While this spell is in effect the subjects eyes are deep black and have no visible iris or pupil.

Material Component: A bit of lamp soot

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Hunger of the Ravenous One
Transmutation
Level: Drd 2, Clr 2, Goblin 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft, + 5ft/2 levels)
Effect: One creature per caster level
Duration: 1 round per caster level
Saving Throw: Fortitude (Negates)
Spell Resistance: yes

By means of this spell the caster is able to instill the subjects with an all consuming hunger. It also grants the subject a natural bite attack as their teeth elongate and their jaws strengthen. The subject is considered armed with this bite attack, and does not provoke AoO.

This attack does damage according to creature size. For small creatures this is 1d4, and escalates one dice size for every size increase above small. The subject is able to add half their strength bonus to this damage.

The subjects will try and seek out and consume any meat in the vicinity, moving or not. They will suffer a -1 penalty to all dice rolls (Cumulative) for every round in which they do not attempt to satiate this hunger.



Mark of the Hunted
Enchantment
Level: Goblin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: close (25 feet + 5 feet / 2 levels)
Target: One creature
Duration: 1 rd / 2 levels (d)
Saving Throw: Will
Spell Resistance: Yes

By means of this spell the caster is able to mark an opponent with a symbol that invokes hatred and loathing in all goblin kind. The symbol is invisible to the subject, but readily visible to any goblin seeing the creature.

While the spell is in effect any goblin that attack the creature is treated as having a lesser version of the bane effect added to his weapon. That s that the creature is +1 to strike the subject and does an additional 1d6 damage on every successful strike.

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Thirst of the Goblin Master
Necromancy
Level: Clr 4, Sorc/Wiz 5, Goblin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 5’ per caster level (burst)
Target: One creature per caster level
Duration: 1 rd/ level
Saving Throw: Fortitude (Negates)
Spell Resistance: Yes

By means of this spell the caster can siphon the strength from nearby creatures. He drains 1 point of strength from each creature within range that fails its fortitude save, up to a maximum of one creature per caster level.

This siphoned strength can be used to strengthen the casters next melee attack. For every point that he siphons, he can add either +1 to his attack roll, +1 to his damage roll, or a combination of both. Any unused points are lost.

The benefit of this spell is lost after 1 round (whether the casters attack was successful or not), but the strength drain remains in effect for 1 round per caster level on the targets.


Instant Legion
Illusion
Level: Goblin 5
Components: V, S
Casting Time: 1 standard action
Range: close (25 feet + 5 feet / 2 levels)
Target: One creature per caster level
Duration: 1 rd/ level (d)
Saving Throw: Will (Harmless)
Spell Resistance: Yes

By means of this spell the caster can create illusionary duplicates of the spells subjects. This spell acts as a more powerful version of the mirror image spell. 3d6 +1 duplicates per 3 levels up to a maximum of 3d6+7 duplicates.

Blades of the Red Goblin
Necromancy
Level: Goblin 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Self
Target: Caster
Duration: 1 minute/ level
Saving Throw: Fortitude
Spell Resistance: No

By means of this spell the caster is able to cloak him self in a circle of whirling red blades. The blades crackle with negative energy. They spin around the caster at a distance of 3 feet. The blades give the caster a +2 deflection bonus to AC.

The blades move with and do not harm the caster at all. However any creature foolish enough to attempt to strike the caster with natural weapons will take the full brunt of the spell. They will take 1d4 damage per 2 caster levels, and suffer 1 negative level unless a fortitude save is made.

If a creature attempts to strike the caster with a (Non-reach) melee weapon, they must make a reflex save. If the save is successful they take no damage and the attack is figured normally. If they fail the reflex save they take ½ damage from the blades and incur the negative level if they fail the fortitude save.


Summon DoomHowler
Conjuration (Summoning)
Level: Goblin 7
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet / 2 levels)
Effect: One summoned creature
Duration: 1 rd/ level (d)
Saving Throw: None
Spell Resistance: No

By means of this spell the caster is able to summon a descendant of the great DoomHowler (A Worg of legendary power). This creature will arrive at the completion of the spell and act as the caster directs until the expiration. The creature is a Worg with the “fiendish” template added and maximum hit points per HD. It has one additional power.

It can utter a bone chilling howl three times per day. This howl has the same effect as a doom spell to all creatures (except Goblins) within 30 feet. To Goblins this howl acts as a bless spell. This effect lasts for 3 rounds. This is a fear based effect with a DC13.



Scourge of the Goblin Lord
Conjuration (Summoning)
Level: Goblin 8
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Self
Effect: One magical whip
Duration: Special (See below)
Saving Throw: Fortitude (Partial)
Spell Resistance: No

By means of this spell the caster calls forth a 20’ magical whip made from his blood. This whip can be used to attack opponents using the casters BAB with a bonus to hit equal to their wisdom bonus. The whip is sized according to the casters size and can be used to perform any actions a normal whip could. Since the weapon is magical, the caster need not be proficient to be used.

The weapon does 2d6 damage +1 per 2 caster levels (To a maximum of 2d6+10 damage). Additionally the whip has the wounding quality and will drain 1 point of constitution per strike unless a fortitude save is made.

The caster must decide the duration at the casting of the spell. For every round of duration that he wishes the weapon to last he must sacrifice 1hp worth of blood (up to a maximum of his caster level in rounds). Once the spell is cast the blood loss takes effect.


Unstoppable Horde
Necromancy
Level: Goblin 9
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium
Target: 1 creature per caster level
Duration: 10 minutes/ level
Saving Throw: None
Spell Resistance: No

By means of this spell the caster is able to call upon a dark favor from his evil God. The caster is able to invoke and cloak his allies in negative energy. From that point until the duration of the spell if one of his allies falls in battle, they will rise as undead. This spell will not affect creatures with more HD than one quarter the casters level.

The first time that an ally is killed they will rise as a Ghoul. They will keep this form until they are slain or the spell expiration. If they are slain while in this form, one round later they will rise as a Zombie. They will keep this form until they are slain or the spell expiration. If they are slain again while in Zombie form they will rise as a skeleton. They will keep this form until they are slain or the spell expiration. If they are slain while in Skeleton form, they are permanently killed.

Any undead still standing at the end of the duration will become uncontrolled. Control may be established as per normal. Undead created by this spell have a +4 turning resistance while this spell is in effect.

XP cost: 10xp per HD of creature raised with this spell.