The chariot has a base land speed of 70 feet per round and a fly speed of 140 feet per round with average maneuverability. The chariot can carry you and up to 5 other Medium or smaller creatures that you designate (by touch) during the casting. Creatures larger or smaller than Medium can be designated. A Large creature counts as two Medium or smaller creatures.
Huge or larger creatures cannot board the chariot. Creatures other than you and those you designate that come within 5 feet of or touch the chariot or the horses take 2d4 points of fire damage per round they remain in the area. While aboard the chariot, all passengers gain fire resistance 10.
You control the chariot verbally and can cause the horses to run, trot, fly, turn, and so on. The chariot is a tangible manifestation and can be damaged or attacked, as can the horses. See the sidebar for statistics for the chariot and horses. The chariot and horses can be dismissed or dispelled. In such a case, the spell ends, leaving the passengers unharmed (unless of course they happen to be airborne when the spell disappears, in which case they might take falling damage).
Large land vehicle (see “Vehicles”)
Squares 6 (10 ft. by 15 ft.; 5 ft. high)
AC 8; Hardness 10 hp 80 (44)
Base Save +1
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
CMB +2; CMD 12
Ramming Damage 1d8
Propulsion muscle (pulled; 6 Medium creatures or 2 Large creatures)
Driving Check Handle Animal or Profession (driver); the caster may apply his wild empathy bonus to the check, if applicable
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the two most forward squares of the chariot
N Large magical beast (extraplanar, fire)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
Aura heat (5 ft., 2d4 fire damage)
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
hp 34 (4d10+12)
Fort +7; Ref +5; Will +2
DR 10/magic; Immune fire
Speed 70 ft., fly 140 ft. (average)
Melee 2 hooves +7 (1d6+4)
Space 10 ft.; Reach 5 ft.
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Base Atk +4; CMB +9; CMD 20 (24 vs. trip)
Feats Endurance, Run
Skills Fly +4, Perception +6
The chariot and horses can be dismissed or dispelled. In such a case the spell ends, leaving the passengers unharmed (unless of course they happen to be airborne when the spell disappears in which case they might take falling damage).
Book of Lost Spells – Copyright 2015, Frog God Games, LLC