Eric Vaubel Pathfinder · Spell Archive
Fly, Swift
Transmutation · 2 Level
Custom Spell
2 Level
Transmutation
SchoolTransmutation
LevelBard 2, Druid 2, Sorcerer/Wizard 2
Casting Time1 swift action
ComponentsV
RangePersonal
TargetCaster
Duration1 round
Saving ThrowNo
Spell ResistanceNo
Description
You squawk twice like an eagle and suddenly long for the freedom of the skies.
This spell functions like fly (CRB 284, see below), except as noted above.
The caster can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). The caster can ascend at half speed and descend at double speed, and has maneuverability: 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. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.
Should the spell duration expire while the caster is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If the caster reaches the ground in that amount of time, he/she lands safely. If not, he/she 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 spell is dispelled, but not if it is negated by an Antimagic Field
See Falling Damage if something bad happens!
This spell functions like fly (CRB 284, see below), except as noted above.
The caster can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). The caster can ascend at half speed and descend at double speed, and has maneuverability: 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. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.
Should the spell duration expire while the caster is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If the caster reaches the ground in that amount of time, he/she lands safely. If not, he/she 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 spell is dispelled, but not if it is negated by an Antimagic Field
See Falling Damage if something bad happens!