Elemental Chariot

''A brilliant flash of light dazzles you as you complete the spell. When you regain your sight a magical chariot has appeared, ready for use.''

This spell imbues a masterwork chariot with elemental magic. The caster must provide a crodlu and a driver with the Handle Animal skill (though the caster may be the driver). The crew (crodlu, driver, and passengers) all gain damage reduction 10/magic against ranged weapons. All ranged weapons fired from the chariot gain a +4 enhancement bonus and deal an additional 5 points of elemental damage based on the element imbued (see below). Clerics must choose the energy type that corresponds their patron element. The chariot may make horizontal “jumps” using the driver's Handle Animal skill in lieu of an Acrobatics check (but the chariot's ground speed still affects the check).
 * Air Sonic
 * Earth Acid
 * Fire Fire
 * Magma Fire
 * Rain Electricity
 * Silt Acid
 * Sun Fire
 * Water Cold

This spell's subtype is the same as the type of energy you cast.

Elemental Chariot, Greater
''A brilliant flash of light dazzles you as you complete the spell. When you regain your sight a magnificent chariot has appeared, ready for use.''

This spell functions as elemental chariot, except as noted. The spell provides the following additional benefits depending on the element imbued


 * Air The chariot and crodlu gain a fly speed equal to the crodlu's base land speed (poor maneuverability).
 * Earth The chariot and crodlu can burrow through earth or solid rock at the crodlu's base land speed. The chariot leaves no tunnel
 * Fire You can concentrate to make the chariot leave a wall of fire in its wake (on one edge of each square it leaves). This fire acts as the spell, except that it emits heat at half range on both sides and lasts 1 round per caster level. The chariot cannot leave a wake two rounds in a row.
 * Magma You can concentrate to make the chariot leave molten lava in its wake (on one edge of each square it leaves) that takes 1 round per caster level to cool. Heat rising from the lava has the same effect as a wall of fire, as the spell, except it emits heat at half range on both sides. The chariot cannot leave a wake two rounds in a row.
 * Silt You can concentrate to make the chariot leave a wake of cloudkill. This wake acts as the spell, except that it only fills each square the chariot leaves, the cloud doesn't move, and it lasts 1 round per caster level. The chariot cannot leave a wake two rounds in a row.
 * Sun The chariot shines with such dazzling brightness that anyone within 60 feet that looks directly at the chariot must make a Fortitude save or be blinded for 1d4 rounds. Those who succeed at the save are instead dazzled for the same duration.
 * Water or Rain The chariot, crodlu, and crew all enjoy the benefits of the displacement spell, and the chariot may pass underwater for up to 1 round per caster level at a time without the animals or passengers needing air. The chariot and crodlu have a swim speed equal to the crodlu's base land speed.

This spell's subtype is the same as the type of energy you cast.