Campaign of the Month: January 2015
Skies of Glass
- Level: Green/Blue 7
- Components: V, S, F (A miniature adamantine wing worth 50 gp)
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 minutes/level (D) or until expended
- Saving Throw: None and Reflex half (see text)
- Spell Resistance: No
You feel an instant of searing pain from your back, which swiftly fades into a sensation of ultimate freedom. You sprout a pair of dull gleaming wings made of overlapping feathers of dark metal.
You grow a pair of adamantine wings, or coat your own with adamantine if you already possess wings. The wings possess great mystical lift and grant you a fly speed of 60 feet (or 40 feet if you wear medium or heavy armor or carry a medium load), with good maneuverability. You gain a bonus on Fly skill checks equal to 1/2 your caster level. Unlike with normal flight, a character flying with this spell may wear heavy armor or carry a medium load while flying, though they still cannot carry a heavy load while flying.
If you are not flying, you can use a standard action to make one wing attack or a full attack action to make two such attacks (as if they were natural weapons). Each wing deals 2d6 points of slashing damage (plus your Strength modifier), and threatens a critical hit on a 19-20. The wings are considered both magic and adamantine for the purpose of overcoming damage reduction or penetrating hardness. Wing strikes are not additional attacks; they replace any other attack or full attack action.
As a swift action, you can choose to launch the adamantine feathers as a burst of razor-sharp blades. This attack takes the form of a 60-foot cone-shaped burst. All creatures within the cone take 10d6 points of slashing damage (Reflex half). Damage reduction applies to this, but the damage is magic and adamantine for the purposes of overcoming DR. This action immediately ends the spell’s duration.