Fly
- Level: 3
- School: Transmutation
- Class: Sorcerer, Warlock, Wizard
- Casting Time: Action
- Range: Touch
- Components: V, S, M (a feather)
- Duration: Concentration, up to 10 minutes
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Tactical Usage
Aerial Superiority: Fly provides crucial three-dimensional movement capabilities and tactical positioning. This 3rd-level transmutation spell excels at gaining positional advantages and bypassing ground-based obstacles.
Optimal Timing: Cast for tactical positioning advantage, when bypassing obstacles, avoiding ground hazards, or gaining superior battlefield perspective.
Resource Management: Uses a 3rd-level spell slot - available from character level 5+. 10-minute concentration provides substantial aerial mobility.
Target Selection: Single willing creature within touch range gains flight capability.
Spell Combinations
Synergistic Spells:
- Enhancement Magic: Combine with haste for enhanced aerial combat effectiveness
- Protection Magic: Layer with shield or mage armor for aerial defense
- Ranged Magic: Pair with ranged attack spells for aerial bombardment
Class Feature Interactions:
- Archery Fighting Style: Enhanced ranged attacks benefit from aerial positioning
- Spell Sniper: Extended spell ranges work excellently with aerial positioning
- Mobile Feat: Movement enhancements complement aerial mobility
Multi-Caster Coordination: Multiple flying party members can coordinate aerial tactics.
Material Component Details
Component Acquisition: Feather from any bird - easily obtainable from natural sources or markets.
Component Handling: Simple material component representing connection to aerial creatures and flight.
Roleplay Opportunities: Different feather types might reflect regional birds or personal flight aesthetics.
Economic Considerations: Minimal component costs for game-changing mobility capability.
Creator Notes
Encounter Balancing: Flight fundamentally alters encounter dynamics and positioning, especially against ground-based enemies.
NPC Usage: Flying spellcasters or enhanced enemies can provide aerial challenges for ground-based parties.
Environmental Considerations: 60-foot flying speed with excellent maneuverability transforms battlefield positioning.
Campaign Integration: Essential mobility magic that affects encounter design and environmental navigation.
Environmental Interactions
Terrain Effects: Flight bypasses all ground-based terrain difficulties and obstacles.
Weather Influence: Strong winds or weather might affect flight, but magic provides supernatural aerial control.
Structural Interactions: Can access elevated areas, bypass barriers, and navigate three-dimensional spaces.
Elemental Interactions: Flight provides immunity to ground-based elemental hazards.
Common Rulings & Clarifications
Timing Questions: Action casting time with 10-minute concentration. Flight begins immediately.
Target Limitations: Single willing creature within touch range. 60-foot flying speed with excellent maneuverability.
Duration Interactions: Concentration required. If concentration breaks while airborne, subject falls.
Mechanical Interactions: Hover capability prevents falling when movement is stopped. Full aerial maneuverability.
Alternative Applications
Non-Combat Uses: Building access, transportation, exploration, rescue operations, or construction assistance.
Social Encounters: Impressive displays of magical power, aerial transportation, or dramatic entrances/exits.
Exploration Applications: Accessing elevated areas, bypassing obstacles, scouting from altitude, or three-dimensional navigation.
Utility Functions: Transportation, construction assistance, rescue operations, or aerial exploration.
Related Spells
Same School: Other transmutation spells like expeditious retreat (1st level speed), spider climb (2nd level wall walking), polymorph (4th level flying forms).
Similar Effects: levitate (2nd level vertical movement), spider climb (2nd level surface walking), wind walk (6th level group flight).
Progression Options: feather fall (1st level fall protection), fly (3rd level true flight), wind walk (6th level group aerial travel).
Complementary Magic: feather fall (safety backup), misty step (additional positioning), shield (aerial defense).
Scaling Analysis
Level Progression: Remains valuable throughout campaigns for positioning advantage and environmental navigation.
Upcast Benefits: No improvement from higher spell slots, making this a pure 3rd-level mobility investment.
Campaign Phases: Peak effectiveness in mid-level play (5-10) where flight provides maximum tactical advantage.
Comparative Value: Excellent mobility magic that justifies 3rd-level slot for game-changing positioning capabilities.
Narrative Flavor
Casting Description: Magical energy flows around the target as transmutation magic grants the power of supernatural flight.
Effect Manifestation: The enhanced creature gains the ability to soar through the air with grace and speed matching natural flying creatures.
Personal Style: Wizards grant calculated aerial dynamics, while sorcerers manifest instinctive flight through magical will.
World Integration: Represents advanced movement magic available to skilled transmuters, often associated with aerial magic, freedom of movement, or transcendent spellcasting.