Fly (spell)

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Fly is a spell that grants the ability of flight to the caster or a chosen recipient, allowing for movement through the air with complete directional control. The enchanted creature is able to travel at a movement rate of 120 feet per round, though ascending is more difficult, reducing the speed to 60 feet per round, while descending allows for rapid movement at 240 feet per round. This flight is smooth and effortless, requiring no physical exertion beyond the mental intent to move. Each round of movement requires the expenditure of 1 action point by the recipient.

Fly
Range touch
Duration 20 +10 rounds per level
Area of Effect one recipient
Casting Time 2 rounds
Saving Throw none
Level mage (3rd)

The spell does not permit the character to hover in one place; as such, a minimum speed of 30 ft. per round is imposed. Movement can be reduced to a speed less than this for one round, but then an involuntary descent takes place which the recipient must act to prevent. This would mean that if the recipient were stunned in combat, he or she would not plummet — but if they were then stunned again, for a second round, then a semi-controlled descent would occur.

Descent and Landing

When the magic expires, the affected creature will immediately begin to descend at a speed of 240 feet per round, dropping at a steady pace rather than plummeting uncontrollably. The spell's termination is designed to prevent fatal falls, ensuring that the recipient reaches the ground in a forceful but non-damaging landing—likely tumbling or rolling upon impact but sustaining no injury. However, this descent cannot be controlled, and if the spell expires at an inopportune moment — such as mid-combat, over deep water, or above a hazardous surface—the recipient may find themselves in a precarious situation upon landing.

Other Factors

While flying, the recipient remains subject to wind resistance and natural momentum, meaning that strong winds or sudden changes in direction require adjustments to maintain stability. The magic does not provide perfect maneuverability; rapid changes in speed or movement direction may feel unnatural, requiring a moment to adjust. Unlike creatures naturally suited for flight, the recipient does not gain an innate sense of aerial movement, and inexperienced fliers may struggle with precision in tight spaces or when attempting advanced maneuvers.

The movement of flying is silent, making the spell particularly useful for reconnaissance, exploration, or evasion. However, as it does not confer invisibility or protection from ranged attacks, a flying creature remains visible and vulnerable to projectiles or magical effects that disrupt mobility. The ability to move in three dimensions grants a significant tactical advantage in combat, allowing the recipient to attack from above, bypass obstacles, or evade melee threats entirely—but the inherent unpredictability of the spell’s duration means that relying on it for prolonged engagements carries some risk.

Encumbrance

So long as the recipient can move over ground, the fly spell is sufficient to propel them forward at the speed described. However, the character must have at least 1 AP to expend on directing their movement available.


See also,