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Carpets

Usable by all classes. Unless otherwise specified, a magical carpet resembles a Persian-style rug, measuring 6' by 8'. A carpet is generally rolled up into a cylindrical bundle for convenient transport when not in use. It must be unrolled before it can be activated.

False Flying Carpet

Level 3. This item acts like a regular Flying Carpet, but each hour it is in use there is a 25% chance that it ceases to operate, dumping its passengers and cargo.

Flying Carpet

Level 3. This item can transport up to two people, or up to 600 pounds of weight, at a rate of 24". Its flight can be controlled by anyone sitting at its "forward" end. (Which end is responsible for control is obvious to anyone who has used or ridden the carpet.) The carpet must be actively controlled at all times while it is aloft, or it will dump its occupants off and fall limply to the ground after them. (The version of the Flying Carpet which can be made to hover or to fly level at a constant rate without concentration by its controller is a level 4 item.)

Horse Blanket

Level 2. This item is placed on the back of a steed, beneath any saddle. It doubles the speed of any steed who wears it, be it horse, pegasus, camel, etc. This blanket does not stack with any other spell or item that increases the creature's movement rate.

Portable Hole

Level 4. When unrolled, this carpet appears to have a hole in it almost as wide as the carpet itself. The hole works as per the mage spell Pass Wall, extending 10' into the surface onto which the carpet is unrolled. The carpet is usually rolled out onto a floor, but if held in place physically or magically, the carpet may be used to make a hole in a wall or ceiling. The hole lasts as long as the carpet is kept unrolled in the same place. When the carpet is lifted or moved, the hole closes in from the far end, so anyone inside it is expelled as the opening disappears.

Rug of Smothering

Level 3. This item looks like a Flying Carpet. When its power is invoked, however, the carpet becomes violently animated. The user and anyone else sitting on it are caught inside it and squeezed for D6 damage per round. Those trapped inside can free themselves or can be set free with a successful strength roll as versus a Wizard Locked door. A Knock spell also frees them if it wins a level-vs-level battle against 12th level.

Rug of Trapping Demons

Level 3. Any demon who steps on this rug cannot get off until some mortal touches the rug and gives him permission. The demon is not stuck in place, and he may act freely within the borders of the rug. A demon with magical abilities may use them; in some cases, such abilities will allow him to escape with ease. The rug cannot be moved while it is in use. While there is no PrinceCon system of demons, the GM has discretion as to whom this carpet may affect. Extraordinarily powerful individuals may be able to resist the effects of this carpet, or to circumvent them somehow. (A level 4 version of this item prevents any effects of a trapped demon's magical abilities from extending past the boundary of the rug, but this is not the default.)

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Last Modified on September 25,1995.

ammulder@princeton.edu