Wings - Lvl 7 (Wizard Spell)

This spell allows the caster to gift a creature otherwise unable to fly with a pair of usable wings. The wings always sprout from the creature's back, and the spell imparts the creature with the natural ability and know-how to use them. The target creature must have a clearly definable back for the spell to take effect. The wings are always comparable to the size of the creature. The creature cannot have wings already; only one casting of this spell is effective on a creature at any time. However, wings from a spell previously cast may be replaced by a new wing type. The caster must choose the desired wing type from the following:
Wing Type 	Flying Speed/ Maneuverability	Special Ability
Butterfly 	MV 24 (MC: C) 	flutter
Dragon 	MV 30 (MC: C) 	wing buffet
Dragonfly 	MV 36 (MC: B) 	hover, dart
Eagle 	MV 48 (MC: D) 	dive
Hummingbird	MV 36 (MC: A) 	hover
Once the spell has been cast, the subject creature must pass a system-shock roll. Failure indicates that its body has rejected the wings, which fail to appear. However, the creature is otherwise unharmed. Unwilling creatures also receive a saving throw vs. spell as well as a system-shock roll. This spell has no effect on polymorphed creatures. Finally, those affected by a wings spell are subject to all the applicable rules of aerial combat (DMG, pages 77–78).
The above wing types all impart additional advantages other than flying movement and advanced maneuverability. The rules for these abilities are as follows:
Dart: The creature may, after spending one round hovering, completely change direction and move at one-and-a-half times its normal flying speed for the next round (round fractions up). This ability may not be used more frequently than every three rounds and may be used only from a hovering position. Obviously, the Hover ability is needed for this ability to work.
Dive: If the winged creature dives for more than 100', its speed is double its normal flying speed. At the end of the dive, the creature may use its natural abilities (claws, bite, sting, etc.) or weapon attacks at a +2 attack bonus and at double normal damage. Common sense should prevail in all cases where natural abilities may not be effective. The DM™ may also wish to modify the chances to hit further for different situations (cover, concealment, size, etc.).
Flutter: This ability is always active for this wing type. The creature moves in such an erratic fashion that opponents trying to strike receive a –2 penalty on attack rolls. Fortunately, the winged creature knows exactly what it's doing and is able to move and attack normally.
Hover: The creature may hover in place for one round and change direction completely in the next round. This also allows the creature some versatility in performing tasks such as retrieving or placing stationary objects, attacking slow-moving aerial targets, or surveying the ground below. The creature may attack normally while hovering as well.
Wing buffet: The creature may use its wings to buffet opponents with a short burst of air. No damage is ever done, although opponents within 5' are knocked prone upon failing a dexterity check with a +2 on the 1d20 roll. This ability has no effect on creatures of a size larger than that of the winged creature. The creature using this ability must be on the ground and cannot be flying, and it cannot otherwise attack.
The wings vanish at the end of the spell's duration. However, airborne creatures are affected for 1d2 rounds by a feather fall spell. This is a small safeguard built into the spell that allows, in such cases where the caster is affected, for time to cast a new spell in order to maintain flight, select the best place for a landing, or make other preparations for the fall. Once the feather fall wears off, a nonflying creature then plummets to the ground, taking normal falling damage (DMG, page 72).
Category:Wizard Spells
Category:Alteration Spells