Fly (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 3
School: Universal

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A wing feather, delicately engraved, worth 1 gp.)

Effect

Range: Touch
Target or Area: one target creature, creature touched
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You babble in a cheerful, uplifting manner, the magical phrases weighted with power. The feather you hold glows gently, then dissipates into the form of the creature you touch (which can be yourself.)
The subject gains Lesser Flight equal to its normal Walk speed based upon its encumbrance. It can ascend at half speed and descend at double speed, and must make Movement checks to perform stunts such as hovering in place. Using a Fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a Fly spell can Charge, but it cannot Run, Withdraw, or take 5-foot steps, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. If cast upon a creature using a Mount, then the spell's effects extend to the Mount. Yes, large Mounts can then carry additional creatures.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward as if making a double move action. If it reaches the ground in that amount of movement, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the Fly spell is dispelled, but not if it is negated by an Antimagic Field (Sorcerer/Wizard Spell).
See Falling Down if something bad happens!
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30