Old World» Phantom Steed
School
Conjuration (creation)
Level
Bard 3, magus 3, sorcerer/wizard 3, summoner 2
Casting Time
10 minutes
Components
V, S
Range
0 ft.
Effect
One quasi-real, horse-like creature
Duration
1 hour/level (D)
Saving Throw
None
Spell Resistance
No

You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. (Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.)

The phantom steed can be ridden only by you or by the one person for whom you specifically created the mount. Its designated rider can control the mount mentally (no Ride check is ever needed to guide or control the mount, though Ride checks may still be required for other uses of the skill while riding a phantom steed). If the mount is sent beyond Close range (25 ft. + 5 ft./2 levels) from the rider’s position, it ceases to exist (and the spell ends).

A phantom steed has a speed of 20 feet per two caster levels. It can bear its rider’s weight plus up to 10 pounds per caster level. The mount never becomes fatigued. A phantom steed cannot run.

The phantom steed does not fight, but animals shun it and refuse to attack it. The mount is AC 18 (−1 size, +4 natural armor, +5 Dex), and has 7 hit points + 1 hit point per caster level. It gets no saves against attacks, but takes only one-half damage from area attacks. As it is a spell effect, not a creature, the mount is immune to any attack unless that attack can affect objects. If it loses all its hit points, the phantom steed disappears.

These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.