Usable by all classes. Unless otherwise noted, magical wings can be used by all player characters; a set fits any standard humanoid. When a set of wings is pressed against the flesh at the shoulders, they instantly knit into the muscles and nervous system of the wearer. The wings cannot be voluntarily removed thereafter. If the wings are torn out by main force, they are ruined, and the wearer suffers 3D6 damage and is rendered unconscious for 6D6-constitution hours. If the user dies, the wings detach automatically and are available for reuse. Unless a GM specifies otherwise in his item list, magical wings can be detached harmlessly with a Restoration prayer; this procedure destroys the set. (The removal can be performed in Hireling Hall at the player's option.)
A set of wings can be bound up and hidden under armor or clothes, but the clothes and bindings must be completely removed before the wings can be used again; normally, wings are obvious and vulnerable. By default, wings can be used only by someone in robes or leather armor. Metal armor (plate or chain) does not adapt to allow the use of wings unless specified in the item description. If a GM wishes, he may specify in his item list a set of "giant" wings that can only be used by creatures 8' to 13' tall, or a set of "midget" wings that can only be used by dwarves, hobbits, or other small humanoids; however, a set of magical wings at PrinceCon is by default usable by any player character.
GMs are urged to pay careful attention to the combat disadvantages of wings. Each attack against the user has a chance of being applied against the armor class of the wings, which are by default AC 9, instead of against the wearer's normal armor class. This chance is 10% for frontal attacks, 40% for side attacks, and 90% for rear attacks. This chance is doubled if the attacker is using an Aimed Strike maneuver. The armor class of wings generally benefits from protective items such as rings or bracers. If the wings are bound and hidden, they are not vulnerable to attacks. All damage done to a set of wings is applied to the user's hit point totals as usual.
Winged movement, including a flying "combat step", is treated under the phase system as normal movement. The speeds listed use the standard inch notation to distinguish between movement rates in open and confined spaces. The given speeds are air speeds and may be increased for head winds and decreased for tail winds by about 1" for every 5 knots. Wings cannot be used if the wearer is grappled or is attempting to grapple, nor can they be flapped in less than 10' of open space unless otherwise specified. If the user flies at less than 6" per round, he loses altitude at 2" per round; if he ceases flying, he immediately begins to fall. A flying humanoid can use a lance or spear as if he were charging on horseback.
A set of wings may have a burnout chance. A burnout chance lowers the level of the item. Burnout is checked the first time the wings are used each day. If the wings burn out, they are powerless thereafter, but they must still be removed as any other wings. Reduce the item level by one for 10% burnout, by 2 for 25% burnout, and by 3 for 50% burnout.
Level 2. Wings of Flying are the most common type of magical wings. All of the general rules for wings apply to this set. They allow the user to fly at 36".
Level 3. Speed 18". These wings are AC 5 for combat purposes.
Level 3. Speed 36". These wings provide the user with a bat-like sonar sense that works in total darkness, fog, mist, etc. The sense does not function when the wings are bound up or hidden. Sonar sense detects the shape, size, range, velocity, and texture (hard, soft, fleshy, etc.) of objects within 72". This sense adds +20% to the user's chance to hit with missile attacks. An area of magical silence (e.g., the clerical prayer) and the space eclipsed by it appear empty (not "dark") to the sonar sense. The user can speak with creatures that use sonar, such as bats and dolphins. The user also saves at -10% against explosions and sonic attacks, suffers double damage from such attacks, and is at -5% to hit in direct sunlight.
Level 3. Speed 36". These wings negate the effect of all wind and weather upon their user while he is flying. He is unaffected by normal cold, heat, or winds, favorable or unfavorable.
Level 3. Cursed-14. These wings appear to be some other type of wings, and even function initially as a useful set. However, these wings subject the wearer to extreme peril at the first opportunity, such as crashing him into a cliff or dropping him 1000 feet to the ground. If the wearer survives, he can only remove the wings with a successful Remove Curse as versus a 14th level. After the curse is revealed, the wings can never again be used safely. Successful removal of the set renders them nonmagical.
Level 4. Speed 24". The wearer of these wings can shrink to one-tenth his normal size for up to one hour per day while retaining all of his hit points. He can only use the other powers of the wings, including the flight, while he is shrunk. He can speak the languages of fairies, pixies, brownies, and other little people. He can see invisible beings or objects, as per the mage spell See Invisible, while shrunk. Finally, he can use up to three doses of fairy dust per day. With each dose he can choose to employ the Illusion, Sleep, or Wake effect. The Illusion is visual only, as per the morphic mage spell, up to 4 spell levels. The Sleep has a strength of 4D4, as per the mage spell. The Wake dust has a zone of effect and a strength like the Sleep dust; however, those sleeping normally are fully alert one round after being affected, and those magically slept receive a mental saving throw to awaken.
Level variable. This set of wings functions as another type of wings with a burnout; however, when burnout occurs, a magical gate opens and the user is carried screaming through it into Hell forever. A Damp Teleport spell or anti-plane-traveling device can reduce this to an ordinary burnout. Assaying the wings may reveal something "wrong" with the item---the GM should specify in his item list how the wings appear to the PCs.
Level 3. Speed 12". The wearer of these wings can shrink to one-tenth his normal size, with one-tenth his original hit points (rounded up), as often as he chooses. He can use the other powers of the wings, including the flight, only while he is shrunk. When he is smaller, he can understand all normal insects, and can communicate with one species at a time. He can cast a combat Haste, as per the mage spell, on himself once per day. He can also cast a 3D6 Lightning Bolt, as per the mage spell, once per day.
Level 2. Speed 24". These wings are invisible, but not immaterial. They are less likely to be targeted than regular wings, but all of the combat and armor restrictions apply.
Level 5. Speed 36". In addition to enabling the user to fly, these wings also allow him to travel to a parallel universe, provided that he has an object from that universe or has been there previously. Use of these wings may be further limited. (These wings are sometimes plot devices whose traveling power is restricted to a single PrinceCon scenario, in which case they are equal to the level 2 Wings of Flying.) If the duration and conditions of travel to parallel universes is sufficiently restricted, these wings could be level 4 items; the GM must provide all of the details in his item list.
Level 5. Speed 18". The wearer of these wings can shift from the normal plane to the Ethereal Plane, the Astral Plane, or any other plane that makes sense in the scenario. Shifting requires two minutes of uninterrupted flight during which the user must neither suffer any damage nor perform any other actions. A Phase In spell compels the user to return to the normal plane immediately and prevents the wings from being used for plane shifting for 24 hours. There are no other limitations on the frequency of use.
Level 3. Speed 48". These wings are the fastest ones available. Speeds may be increased even more for higher level items.
Level 4. Speed 48". While flying outdoors in the open air, the wearer of these wings can command the weather. The user can cast the mage morphic spell Skylore. The wings have 7 spell levels available per day, which the user may allocate to different castings of the spell, with the usual mage spell modifiers, as he chooses.
Level 4. Speed 36". To activate the teleportation power of these wings, the wearer must fly straight and level at maximum speed for two minutes towards his goal. The direction to the target destination must be known. After two minutes of such flying, the user is teleported to the destination, with the same risk of error as with the mage spell Teleport. (See the spell description for details concerning memorized teleport locations.) There are no restrictions on the frequency of use; however, teleportation between scenarios at PrinceCon is generally impossible without prior agreement.
Level 5. Speed 36". These wings enable the user to travel forward in time as well as to fly. The wearer must be flying straight and level at maximum speed when he activates the time travel. He travels forward through time at a rate of 1500:1 for as long he continues flying; i.e., flying through time for one minute takes him forward a little over a day. While the user is traveling forward in time, he is immune to any effects from beings not traveling in time, but his position in space does not change. The user reappears in space at the appropriate time at the location from which he left; if a solid object occupies the area, the user is destroyed, along with all his possessions (similar to teleporting into an object).
Level 3. Speed 24". These wings allow the wearer to fly equally well through air or water. Their performance varies greatly in nonaqueous fluids like oil and alcohol. (These wings do not provide a means of breathing underwater.)
Level 5. Speed 48". These wings enable the user to maintain at least a 24" ground speed, regardless of headwinds. The wearer can converse with birds as per the clerical prayer Speak with Animals. The user understands the speech of all birds, and can speak to one species at a time. He can command all normal flying creatures, including birds, within 12", as per the clerical prayer Charm Animals; he is treated with respect by flying creatures of 6 hit dice or less. He can cast up to 8 levels of mage morphic Skylore spells in the wind sphere per day; the user can allocate the levels to different castings and modifiers as he chooses. The wearer can also cast the mage spell Protection from Normal Missiles 3 times per day.
Last Modified on September 25,1995.
ammulder@princeton.edu