Fly (Spell)

From Epic Path
Jump to: navigation, search
Level: Sorcerer/Wizard 3
School: Universal
Domain: travel 3, void 3
Subdomain: azata (chaos, good) 3, feather 3
Elemental School: air 3


Casting Time: Standard Action
Components: V, S, M (A wing feather, delicately engraved, worth 1 gp.)


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


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 (Spell).
See Falling Down if something bad happens!
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.