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Fly

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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.

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.