Fly

Transmutation
Level: Transmuter 3, Travel 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spell Points: 5

There is no surer sign of an individual being powerful than the one of defying the pull of the earth.

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The subject can fly at a speed of 40 feet (or 30 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. 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 not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall.

If the spell is dispelled or negated by an Antimagic Field, the subject falls like a rock, taking the appropriate falling damage.

Augment: If you spend 4 additional spell points, the spell’s duration increases to 1 hour per level.

When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles (103 kilometres) in an eight-hour period of flight (or 48 miles (77 kilometres) at a speed of 30 feet).