
Magic carpet 5e full#
In the current edition, known as 5e, these simple beginnings have grown into a full 8 Schools of Magic: One of the great achievements of the game has been the evolution of the magic system, the idea of wizard schools and the various wizard subclasses which can wield spells. And whilst there were plenty of different spells to learn and wield, each Magic-User was pretty similar to the next.

Magic item may or may not operate for 24 hours, depending on concentration required to control the item.When D&D first appeared you could opt for being a “Magic-User” as one of the character options. This rule only applies to creatures ships may travel continously for 24 hours a day. On a failed saving throw, creature suffers one level of exhaustion. The DC is 10 +1 for each hour past 8 hours (DC 11 after 9th hour, DC 12 after 10th hour, and so forth). For each additional hour of travel beyond 8 hours, make a Constitution saving throw at the end of the hour. Pace assumes travel up to 8 hours a day for creatures under their own power. * Slower Than Normal: Reduce speed by 33% but able to use stealth while travelling. * Faster Than Normal: Increase speed by 50% but suffer -5 penalty to passive Wisdom (Perception) scores. * Fastest Possible: Increase speed by 100% (double) for one hour, then need to rest. PACE OPTIONS (for people and creatures, not magic items or ships) * Modern Airliner (Boeing 747) … 560 miles per hour * Modern Propeller Aircraft (Cessna 172) … 150 miles per hour * Modern Helicopter (Bell Jet Ranger) … 100 miles per hour * Dragon (adult or older) … 8 miles per hour x 5 ft.) … 8 miles per hour (up to 200 lbs.), 4 miles per hour (more than 200 lbs.) * Giant Bat (small rider only) … 6 miles per hour x 6 ft.) … 6 miles per hour (up to 400 lbs.), 3 miles per hour (more than 400 lbs.) x 7 ft.) … 4 miles per hour (up to 600 lbs.), 2 miles per hour (more than 600 lbs.) x 9 ft.) … 3 miles per hour (up to 800 lbs.), 1 miles per hour (more than 800 lbs.)

* Broom Of Flying … 5 miles per hour (under 200 lbs.), 3 miles per hour (200 to 400 lbs.) * Keelboat (river cargo boat/yacht) … 1 miles per hour * Modern automobile (varies) … 55 miles per hour * Modern tank (M1 Abrams) … 45 miles per hour * Riding horse (light horse) … 6 miles per hour * Warhorse (heavy horse) … 5 miles per hour per minute, 2 miles per hour, 18 miles per day per minute, 3 miles per hour, 24 miles per day per minute, 4 miles per hour, 30 miles per day * Warship: 2.5 miles per hour, 60 miles per day House Rules On Travel * Sailing ship: 2 miles per hour, 48 miles per day * Rowboat: 1.5 miles per hour, 36 miles per day * Longship: 3 miles per hour, 72 miles per day

* Keelboat: 1 miles per hour, 24 miles per day * Galley: 4 miles per hour, 96 miles per day Waterborne Vehicles (may travel 24 hours a day)… * Mounted Gallop: Double travel distance for one hour, or more if fresh mounts available every 10 miles. * Forced March: Constitution saving throw DC 10 + 1 per hour after 8 hours to avoid gaining level of exhaustion. * Difficult Terrain: Reduce listed distances by half in dense forests, deep swamps, rubble-filled ruins, steep mountains, ice-covered ground, etc. * Slow pace: 200 feet per minute, 2 miles per hour, 18 miles per day able to use stealth. * Normal pace: 300 feet per minute, 3 miles per hour, 24 miles per day. * Fast pace: 400 feet per minute, 4 miles per hour, 30 miles per day -5 penalty to passive Wisdom (Perception) scores. TRAVEL PACE (8 hours moving over long distances)
