Occasionally I find myself thinking that a thing may be working fine, but wondering if there isn’t a better way to get things done. This is essentially the idea behind this article, which looks at some common magical effects that are already quite adequately covered by existing spells and tries to find ways to supercharge them. The aim here isn’t to rework these ideas from the ground up, but rather to provide a superior version that gives you a bunch of new extras, so enjoy these better spells.
FORCE STEED
School conjuration (creation); Level bloodrager 2, magus 3, paladin 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 3
Casting Time 1 standard action
Components V, S, M (tooth from a horse)
Range close (25ft. + 5 ft./2 levels)
Effect a horse made of force
Duration 1 hour/level
You create a mighty stallion made of shimmering force energy that rears and stamps, awaiting your direction. The magical horse created by this spell has statistics identical to a heavy horse, except that it cannot be harmed by normal weapons or spells (though it is vulnerable to dispel magic). A rod of cancellation, disintegrate spell, or sphere of annihilation destroy the steed entirely. The steed’s attacks deal full damage to incorporeal creatures. Additionally, the steed summoned by this spell gains an enhancement bonus to its movement speed equal to 10 feet per 2 caster levels. The mount only accepts characters you designate as riders and obeys the telepathic commands of the character riding it, as well as those that you yourself issue. In the case of conflicting commands, yours always take priority.
RESILIENCE
School abjuration; Level alchemist 3, antipaladin 3, bard 3, bloodrager 3, cleric 3, druid 3, inquisitor 3, magus 3, medium 3, mesmerist 3, occultist 3, paladin 3, psychic 3, ranger 3, shaman 3, , sorcerer/wizard 3, spiritualist, 3 summoner 3, witch 3
Casting Time 1 standard action
Components V, S, M (a stick of incense)
Range touch
Target one creature touched
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You chant secret phrases and imbue the subject with resiliency against harm. The target gains a resistance bonus on saving throws equal to 1 +1 for every 4 caster levels you possess. Additionally, if the target succeeds on a saving throw against an effect which has a partial effect on a failed saving throw, he suffers no ill effects, instead. Finally, if the target would fail a saving throw, he may choose to end the effects of this spell to reroll the saving throw with a +5 bonus.
SOAR
School transmutation; Level alchemist 5, bloodrager 4, cleric 5, druid 5, medium 4, occultist 5, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 5, summoner 5, witch 5
Casting Time 1 standard action
Components V, S, M (an eagle’s feather)
Range touch
Target one creature touched
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You grant the target the ability to soar among the clouds like an air elemental. The target gains a fly speed equal to 3 times his land speed with perfect maneuverability. Additionally, the target gains a bonus on Fly checks equal to your caster level and can take 10 on Fly checks even while in combat. A character affected by this spell who runs or charges while flying need not move in a straight line, and a character under the effects of this spell who uses the charge action to attack a character on the ground deals double damage with the attack.