How about some utility-based spells, or those with a more niche application?
REFINE ORE
School transmutation [earth, metal]; Level sorcerer/wizard 2, vanguard 2
Casting Time 1 minute
Components V, S, M (a lump of coal)
Range close (25 ft. + 5 ft./2 levels)
Target unrefined ore with a total volume less than 5 cu. ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no
You turn unrefined ore into usable materials. Refine ore smelts all metals within the ore into usable ingots, and pulls out all valuable gems without damaging them (though it leaves the gemstones rough and uncut). The amount of ore and gemstones found within the ore is subject to GM discretion.
The spell generates no heat, and the stone that would be left behind after the metal and gems have been extracted is compacted into 1-foot cubes for transportation. Refine ore can only be used on ore that has been mined out and separated from the surrounding stone; you cannot cast it on the walls of a mineshaft and extract any materials, for example.
SQUIRE’S AID
School conjuration (teleportation); Level antipaladin 1, bard 1, cleric 1, inquisitor 1, magus 1, paladin 1, vanguard 1
Casting Time 10 minutes
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target unattended objects within a 10-ft. cube
Duration 8 hours until discharged
Saving Throw none; Spell Resistance no
A handy spell when ambushed during a rest, squire’s aid packs up belongings and equips creatures.
All objects to be targeted by squire’s aid must be within a 10-foot cube at the time of casting. All objects are then marked with a small arcane mark that is unreadable, except by means of a read magic spell, to anyone but you. Once the objects are marked, they can be thereafter moved about without any issue.
At any point during the spell’s duration, you can use a standard action to trigger the effects of squire’s aid, after which the spell is discharged. All marked objects are packed into their respective containers; bedrolls are rolled and bound, mess kits are cleaned and packed, and bags of supplies are repacked for transportation. Any wearable equipment can be packed in an organized fashion or equipped to nearby creatures, donning the armor and clothing neatly and appropriately for the creature. A creature is aware of what gear you are equipping it with and can prevent you from doing so should it not want you to (no check needed).
All objects that you wish to pack or don or any creatures you wish to equip must be within range of the spell at the time of you triggering these effects, otherwise the effect fails on that particular object or creature.
TRANSFER ENHANCEMENT
School transmutation; Level bard 5, magus 5, sorcerer/wizard 5, vanguard 5
Casting Time 1 hour
Components V, S, M (gold dust worth 50 gp or more, see text)
Range touch
Target one magic item and one non-magic item of a similar kind touched, see text
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell allows you to permanently transfer the magical properties of a magic item to a different item. The item to be transferred to must be of a comparable type; you could transfer the magical properties of a sword onto a spear, but not from a bag of holding onto a pair of gloves.
Any incompatible enhancements, such as trying to transfer the keen property from a sword onto a club, are lost forever in the transfer and cannot be restored. Should you try to transfer the magic properties onto an item that has additional costs for enhancing (such as a cold iron weapon), you must pay that cost as an additional material component unless the item you are transferring the enhancements from is made of the same material.
You cannot target an artifact with transfer enhancement.