Alteration [air]
Level Magic-user 3
Components V, S, M
Casting Time 3 segments
Range Touch
Area of Effect Creature touched
Duration 10 rounds per caster level plus 1d6 x10 rounds
Save None
The creature gains a native fly speed of 120-ft. per round.
Flying magically is typically a major action in combat similar to walking movement although it is a purely mental activity.
Flying Maneuverability Class is B:
Creature can turn 120° per round, and requires 6 segments to reach full airspeed (thus: 2, 4, 6, 8, 10, 12; and a maximum horizontal movement of 90-ft. in the 1st round or 45-ft. if ascending).
Creature requires 5 segments to come to a full stop in the air, and can hover in place.
Movement of any speed can be ended by landing. A flying creature can move, land and enter melee as a major action.
Movement rate ascending is 60-ft. per round at full speed and descending is 240-ft. per round at full speed.
Ascent is up 2-ft. for every 5-ft. moved forward.
Descent is 1 for 1 (45 degree angle or less).
Any spell casting must be done while hovering (no movement is permitted before casting during the round).
Flying creatures gain a +2 bonus vs. Breath saves (if applicable) against breath weapons from other flying creatures.
Flying creatures do not gain a bonus to attack rolls for "higher ground" as they suffer from some instability (see attack adjustments below).
Attacking using melee weapons (whether moving or not) incurs a -1 penalty to attack rolls per successive round of melee combat while flying as this unbalances the flyer. This penalty goes to a maximum of -3 penalty per attack. One round spent doing something other than attacking will stabilize the flyer and rests the penalty to -1.
Flying creatures cannot charge (but can dive or strafe as per below; some creatures have special attributes as well).
Dive Attack. (major; declared; special initiative rules) A flying creature that is 30-ft. or higher than a land-bound opponent can dive attack (as per a charge attack), doing double damage with any physical attacks. At Maneuverability Class B, this requires the diving creature to land. This is not restricted to once per 10 rounds.
Strafing Attack. (major; declared) A flying creature can move horizontally (or mostly so) and attack while passing by an opponent without spending a round entering melee. This is limited to a single attack (or attack mode if using a natural weapon) and is not considered a charge or a dive. However, opponents with longer weapons gain a free attack, if weapons are set they attack as if against a charging opponent, and movement away grants a free attack as if fleeing (from all that come within melee range). Ranged attacks can target the flyer while out of melee range (avoiding any random hits).
Archery (bows or crossbows) while hovering incurs no additional penalties for attack rolls from flying, but such missile fire while moving (coasting) suffers the following penalties:
-2 penalty to attack rolls at short range
-5 penalty to attack rolls at medium range
No long range fire possible
Hurling missile weapons (whether moving or not) incurs a -1 penalty to attack rolls per successive round of such missile missile fire as this unbalances the flyer. This penalty goes to a maximum of -3 penalty per attack.
Heavy crossbows cannot be loaded while flying.
Weapons with attributes for being used from mounts gain no bonuses (e.g. lances) from flying maneuvers unless the flying creature is mounted.
A creature in flight is still restricted by encumbrance, but encumbrance will not alter the movement rate. All other effects of encumbrance work normally (delay, etc.). Creatures cannot fly (and will fall) if carrying more than the maximum amount allowing movement (overloaded). This includes being grappled or held by other creatures.
A flying creature that becomes unconscious will drift 20-ft. per segment to the ground, taking no damage. Items in hand may be dropped.
When the spell ends, the power of flight ends and causing the recipient to fall.
Material Components. A feather from any bird which is consumed by the casting. Cost/Scarcity. None/Common.
Known Substitutions. None.