Hello everyone, and welcome to another great edition of Obscure Arcana, where we bring you more and more spells to expand your mage’s spellbook and provide inspiration to those spell-granting gods and spirits of your game world. It’s Mount Week this week at Necromancers of the Northwest, and so today let’s talk about mounts. Magical mounts have a long and storied history with magic and fantasy, and Pathfinder actually has a spell which creates a magical mount: it’s called mount. Today I wanted to create a number of somewhat more powerful spells which are similar to mount, as well as a handy spell which makes being mounted more palatable for mages.
Black Horse

            This spell summons a powerful Black  Horse from an otherworldly realm, normally inaccessible to mortals, to serve  the mage.  The Black Horse has the same  statistics as a combat trained heavy horse advanced to 10 Hit Dice, except that  it is completely unaffected by damage and it can hear the telepathic commands  of the caster.  The Black Horse will obey  any telepathic commands of the caster perfectly to the best of its ability, but  only while the caster is mounted on his back.  
              While mounted on the Black Horse,  you gain a number of benefits as follows.   Firstly, you do not need to eat, drink, or sleep, and you become immune  to all diseases and poisons while mounted on the Black Horse.  Additionally, any food you touch instantly  rots and becomes devoid of nutritional value.   Finally, any time a creature fails a saving throw from a spell you cast,  it becomes exhausted for 1 minute.
Easy Ride

This spell makes riding horses somewhat easier for spellcasters. For the duration of this spell, you no longer need to make concentration checks to cast spells while mounted.
Pale Horse

            This spell summons a powerful Pale  Horse from an otherworldly realm, normally inaccessible to mortals, to serve  the mage.  The Pale Horse has the same  statistics as a combat trained vampiric heavy horse advanced to 8 Hit Dice,  except that it is completely unaffected by damage and it can hear the  telepathic commands of the caster.  The  Pale Horse will obey any telepathic commands of the caster perfectly to the  best of its ability, but only while the caster is mounted on his back.  
              If a living creature mounts the Pale  Horse, it must succeed a Fortitude saving throw or suffer 10 points of damage  per caster level.  Living creatures who  remain mounted on the Pale Horse gain 1 negative level every round they remain  mounted on the Pale Horse.  
              Undead creatures mounted on the Pale  Horse instead gain a number of benefits.   Firstly, you gain a +10 bonus to your channel resistance, or gain a  channel resistance of +10 if you do not have a channel resistance score.  Additionally, as a standard action you may  make a single melee touch attack which, if successful, causes the target to  gain 5 negative levels.  Finally, the  saving throw DCs of any death effects which originate from you, either from your  spells or from innate special abilities, are increased by +1.
Red Horse

            This spell summons a powerful Red Horse  from an otherworldly realm, normally inaccessible to mortals, to serve the  mage.  The Red Horse has the same  statistics as a combat trained heavy horse advanced to 10 Hit Dice, except that  it is completely unaffected by damage and it can hear the telepathic commands  of the caster.  The Red Horse will obey  any telepathic commands of the caster perfectly to the best of its ability, but  only while the caster is mounted on his back.  
              While mounted on the Red Horse, you  gain a number of benefits, as follows.   Firstly, all attacks made with swords gain a +4 bonus to attack and  damage while you are mounted on the Red Horse.   Additionally, you can make an additional attack with a held weapon each  turn; this ability stacks with similar effects such as the haste spell or the speed weapon special ability.  Finally, all  spells you cast of the evocation school deal an additional 1 point of damage  for each damage dice they would deal.   This last effect does not affect spells which do not deal damage dice.
White Horse

            This spell summons a powerful White  Horse from an otherworldly realm, normally inaccessible to mortals, to serve  the mage.  The White Horse has the same  statistics as a combat trained heavy horse advanced to 10 Hit Dice, except that  it is completely unaffected by damage and it can hear the telepathic commands  of the caster.  The White Horse will obey  any telepathic commands of the caster perfectly to the best of its ability, but  only while the caster is mounted on his back.  
              While mounted on the White Horse,  you gain a number of benefits, as follows.   Firstly, all attacks made with bows gain a +4 bonus to attack and damage  while you are mounted on the White Horse.   Additionally, you gain a +6 bonus to all Charisma-based skill checks you  make while mounted on the White Horse.   Finally, the saving throws DCs of all spells of the enchantment school  you cast are increased by +2.