Fly
Keywords:
FLY
Category:
magic:spell
Syntax: cast 'fly' <self/target>
This spell enables the caster to bestow the power of magical flight. Walking on any terrain takes half the effort once in flight and the target of this spell will be able to walk on water and fly upwards in the air with ease. Caution is advised when first using the spell of flight since balance becomes very tricky.
The below RP-Combat information is a temporary fix until Sheylynn and/or Tirrian are able to update it, as needed. Please be aware that this information is subject to change at anytime.
RP-Combat Information:
Spell Type: Ranged
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: N/A
Damage type: N/A
Duration: 3 rounds
Automatic Hit / Saving Throw: No
Range: 30 feet for casting. 60 feet for flying.
Remarks: Causes the target to be nearly weightless. This allows them to 'float' about in the air, but not necessarily soar and fly. The target gains a flying speed of 60 feet for the duration.
Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. You generally need only make a Fly check <DC 10> when you are attempting a complex maneuver.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely.
Should a player be knocked or fall unconscious while flying, they do not fall, but will begin drifting downward safely, unless otherwise hindered. Just as above, they float downward 60 feet per round for 1d6 rounds. However, should a player have their fly spell removed with a means along the lines of dispel magic, then the spell is entirely stripped, causing the player to fall.
If you fall, you take 1d6 damage for every 10 feet fallen, to a maximum of 20d6.