Fly
- Level
- 4
- School
- Transmutation
- Keywords
- Concentration
- Range
- Touch
- Duration
- Up to 10 minutes
- Mana Cost
- 3
You touch a willing creature, granting it the ability to fly. For the duration of the spell, the target gains a flight speed equal to its base movement speed. The creature can hover in place and move freely in three dimensions.
While flying, the creature retains full control of its direction and altitude, and can take any actions normally available while walking. When the spell ends, if the creature is still airborne, it falls unless it has another means of staying aloft.
You may end this spell as a free action on your turn.
Stunts
Aerial Evasion
While flying, the target gains +2 to Reflex checks made to defend against area effects (like explosions or cones).
Winged Charge
The first melee attack the target makes after flying at least 10 meters deals +1d6 extra damage.
Soaring Vigil
While flying, the target has Advantage on Perception checks made to detect ground-based enemies or traps.
Spiral Ascent
When the target gains flight from this spell, it can immediately ascend up to 10 meters as a free movement.
Wind Glide
If the spell ends while the creature is in midair, it descends slowly, taking no fall damage and landing safely on the ground within 1 round.