Wings of Adamantine
3.5th Edition
5th Edition
Transmutation
Level: Sorcerer 7, Wizard 7, Wu Jen 7 (metal),
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until expended
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.
The wings grant you a fly speed of 60 feet (or 40 feet if you wear medium or heavy armor or carry a medium or heavy load), with good maneuverability.
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 damage (Reflex half; spell resistance applies).
Since this is a spell effect, damage reduction does not affect the damage dealt by the cone.
This action immediately ends the spell's duration.
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 of overlapping feathers of dark adamantine. The wings grant you a Fly speed of 60 feet. You cannot fly in light armor unless your Strength score is 11 or greater, in medium armor unless your Strength score is 14 or greater, and in heavy armor unless your Strength score is 17 or greater. You also cannot fly while carrying more than half your carrying capacity.
While not flying, the wings count as Natural Weapons, with which you are proficient. The wings deal Slashing damage equal to 2d6 + your Strength modifier on a hit, and have a Critical Hit Range of 19-20. They are considered Supernatural and Adamantine Weapons for the purpose of overcoming Resistance and Immunity.
As a Bonus Action, you can launch the adamantine feathers as a burst of razor-sharp blades in a 60-foot Cone. Each creature in the cone must make a Dexterity Saving Throw, taking 10d6 Slashing damage on a failure, or half as much on a success. If you do, this spell ends.
At Higher Levels. When you cast this spell using a higher level spell slot, increase the damage of the Cone of feathers by 2d6 for each slot level above its base level.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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