[alteration; air]
Caster Level 12
Range See description
Area of Effect See description
Duration See description
Save See description
Aura Strong/Strong
Class Requirement none
Encumbrance See description
XP Value/GP Value See description
This carpet can be commanded to fly by its possessor.
When an attuned possessor uses the command word, the carpet, if within 100-ft., will begin to fly. If not adjacent to the attuned possessor, the carpet will fly to the possessor. A carpet not lying flat (e.g. rolled) will not respond to commands.
A carpet of flying flies at a base speed as indicated in the table (Class C; can climb or dive at a maximum of 30-degrees). It can carry a riders and/or objects based on volume and weight.
Although a carpet's manueverability class is rated at C, the carpet can be commanded to hover and has no minimum speed. An unmoving carpet is considered very stable, allowing concentration by a rider or even missile fire (without penalties for flying) by those standing upon it. Melee is not typically possible given the dimensions of the carpet, although circumstances may allow for it, per the GM (perhaps including Dexterity penalties). If the carpet is at maximum "person" capacity, the GM may limit combat effectiveness of any kind (or treat riders as immobile).
If not ridden by the possessor, the carpet will fly along at waist height adjacent to the possessor following them (at up to maximum speed). If the possessor goes further than 100-ft. from the carpet, the carpet lands softly.
While changing altitude, humanoid riders must typically sit or kneel, otherwise the GM may introduce a chance of a rider falling (saves).
Against those on the ground, a carpet offers cover (per the GM) to the riders. However, the carpet is made of fine soft cloth and is easily damaged. If damaged, the carpet becomes mundane (immediately) and it as well as any riders will fall.
* A man-sized creature in full gear; Small creatures will be two to one (or more per GM); Large creatures could 1 to 2, 3, or 4 per the GM; Unattended objects should conform roughly to the volume of a man-sized figure (perhaps constrained to ~200-lbs. or ~25 gallons per figure per the GM).
Encumbrance. A Type I carpet has an encumbrance of 6-lbs. if tied into a roll and carried. A Type II carpet has an encumbrance of 8-lbs. A Type III carpet has an encumbrance of 12-lbs. A Type IV carpet has an encumbrance of 20-lbs. Untying and unrolling a carpet is a complex activity.
GM Option. The GM may decide to allow a damaged (but not destroyed) carpet to function partially. Damaged carpets will require special looms and methods to effect a repair.
The carpet requires 24 hours of being carried or touched to attune itself to a possessor (and will not function until it is attuned).