Carpet Wizard (3.5e Prestige Class)

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Carpet Wizard[edit]

The folly of many great spellcasters is the inability to remain mobile in the world of combat. The Carpet Wizard is elevated above all the bloodshed and drudgery.

Hailing from the eastern lands, these desert mages craft a most wonderous object to gain the most mobile, trustworthy, and capable mount: a flying magic carpet. Carpet Wizards travel multiple paths. Some wreak havoc from above by slinging a barrage of spells onto the helpless below. Others float casually above the realms, ever vigilant and ready to respond to disasters. Others simply use the carpet as a simpler (and lazier) method of travel. Regardless of the case, all carpet masters understand one concept gained from their new companion: freedom. Boundaries and walking become an outmoded ideas. In fact, some carpet wizards become so attached flying that they refuse to ever touch the earth again.

A Carpet Wizard as he crafts and animates his carpet must learn to understand the ebb and flow of magic itself: as the carpet uses these motions to gain it's motion. As he gains a deeper understanding of this mystical connection he slowly learns to utilize it to his full advantage; making him much more than simply a man on a carpet.

Becoming a Carpet Wizard[edit]

Overall carpet masters hail from arcane casters, more wizards than sorcerers due to their interest in texts, that wish to dabble in flight in a physical manifestation. Other arcane casters such as Battlemages and Wu Jen are also seen to dabble in the art, but overall their connections to the sky remain in other forms.

Entry Requirements
Skills: Craft (Weaving) 5, Knowledge (Arcana) 5, Spellcraft 5.
Feats: Craft Wondrous Item.
Spellcasting: Must be able to cast 5th level arcane spells.
Special: A Carpet Wizard must own or craft a carpet worth 500g or more.

Table: The Carpet Wizard

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Magic Carpet, Accelerate, Magic Eyes +1 level of existing arcane spellcasting class
2nd +1 +0 +3 +3 Soothing Tongue +1 level of existing arcane spellcasting class
3rd +1 +1 +3 +3 +1 level of existing arcane spellcasting class
4th +2 +1 +4 +4 Castle Doctrine, Sandstorm +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Carpet Wizard.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Carpet Wizard, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Weapon and Armor Proficiency: A caster gains no proficiency with any weapons or armor.

Magic Carpet: A 1st level, a Carpet Wizard can construct a magical carpet over a week using incantations, a carpet worth 5000g or more, 2000g in reagents, and must sacrifice one 2nd level spell slot permanently. The carpet replaces any familiar you have and progresses as such with the exception of the following: A magic carpet is considered a construct instead of a magical beast, a flying carpet does not gain Share spells; Deliver touch spells; or Speak with animals of its kind. If a magic carpet is lost or destroyed, its owner has a -2 on all rolls until he can replace it or find it. Replacing a magic carpet does not require an additional sacrificed spell slot.

Magic Carpet Stats:

  • A magic carpet is 5ft x 5ft.
  • blindsight 30ft.
  • Hitpoints equal to half its owner's Hitpoints.
  • Movementspeed: A magic carpet is able to fly through the air as if affected by an overland flight spell of unlimited duration. It's movement speed is equal to 40ft or equal to its master's base land speed and has perfect maneuverability, whichever is greater. It can hover.
  • Carrying capacity of up to 100 pounds plus 20 pounds/caster level. A magic carpet can carry up to double its capacity, but doing so reduces its speed to 30 feet.
  • Their is an empathetic link between the carpet and its master that allows the each to know the communicate without talking and know each other's location while each is conscience.
  • 0 STR, 20 DEX, 0 CON, 0 INT, 0 WIS, 0 CHA

While the carpet is being ridden, all damage that the carpet would take may instead be transferred to it's master. As part of a move action, a Carpet Wizard can will his carpet to move. While moving, the carpet can fly around known obstacles without prompting unless its master wills otherwise. If the magic carpet's owner falls off the carpet unintentionally, on the owner's next turn, the carpet will immediately fly at it's maximum speed and make a DC 10 reflex to catch the rider and any falling damage taken from this fall is halved. If the carpet wizard falls unconscious the carpet continues moving at its current speed in the direction it last moved in, avoiding obstacles as it continues on its course.

Accelerate (Su): At 1st level, a Carpet Wizard learns to push his carpet to it's limits. Once every 1d4 rounds, as a swift action, a Carpet Wizard can will his magic carpet to move double it's speed for 1 round.

Magic Eyes (Su): At 1st level, a Carpet Wizard's understanding the flow of flight and flow of magic allows him to fully see the flows of magic. A 2nd level carpet wizard gains detect magic as the spell at will. His caster level is equal to his class level.

Castle Doctrine (Su): At 4th level, 1/day a Carpet Wizard can create an extradimensional castle shaped to his choosing. This ability functions fully as Mordenkainen's Magnificent Sanctum (Mage's Magnificent Sanctum).

Sandstorm (Su): A 4th level, 1/day a Carpet Wizard can conjure a horrendous sandstorm. As a full round action, a Carpet Wizard can summon a sandstorm whose area is a cylinder 30ft radius and 30ft high and lasts for a duration of 5 rounds. Driving sand blocks all sight (even darkvision) within it. A creature can walk within or through the area of sand at half normal speed. Each round on that creatures turn, if that creature is in the Sandstorm area, that creature takes magic damage equal to 4d6 + 1/2 caster level unless it succeeds on a Reflex save for half damage. DC 17 + your relevant modifier. Ranged attacks within the area of the sand storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to 17 + your relevant modifier + the level of the spell the caster is trying to cast.

Ex-Carpet Mages[edit]

Campaign Information[edit]

Playing a Carpet Wizard[edit]

Combat: A carpet wizard travels at a safe distance above in times of combat, preferring to pick off flightless enemies from a safe distance. Overall for self preservation a carpet wizard prioritizes ranged attackers and casters: targets that can fight back.

Advancement: A carpet wizard typically focuses in his discipline of flight and his own magical capabilities. Rarely does a carpet wizard enter a martial based or divine field, but they may dabble in other specializations of arcane magic.

Resources: Overall a carpet wizard remains isolated and distant from most people, even from other carpet wizards. The path of flight causes the ideology to adapt to the new found freedom. Others who have natural or magical flight are characters carpet wizards more commonly associate with.

Carpet Wizards in the World[edit]

NPC Reactions: Most people find a combination of fear and admiration toward carpet wizards. In most cases the carpet wizard will impress masses, but will not fully accept the praise. In rare cases the people of the local area become jealous of the superiority and plot against the carpet master. This usually results in attempts to steal the carpet or kill the carpet wizard altogether.

Carpet Wizard Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Caster Wizards to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 A caster wizard is an arcane spellcaster with flight through magic carpets.
16 Carpet Wizards rely more on fast reflexes and quick wit to survive over pure power.
21 A magic carpet is formed by combining the essence of the carpet wizard with the carpet to bring it life. As a result, the carpet gains sentience and has a personality trait based on its master
26 Some magic carpets actually end up taking on qualities of other sources, such as the soul of a past master of the carpet wizard, and may instead take on the identity of the other source.

Carpet Wizards in the Game[edit]

A carpet wizard can take on the role as the primary offensive caster, but may also gain ability in reconnaissance as well utilizing flight as a fast, and safe, method of scouting.

Adaptation: Carpet wizards can stem from secret societies where only few are given permission to divulge within the art of crafting a magic carpet. This may be a gift for only the high members of a mage guild. Carpet wizards could also descend from a foreign society that brings arcane ideas along with the ability to make magic carpets.

Sample Encounter:

EL whatever:

Author's Note: As a house rule, a carpet wizard can also instead require divine or psionic spellcasting at the same spell level. Other than the appropriate changes from arcane to divine or otherwise to be made, little is different from an arcane carpet wizard.

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