Air · movement

Flight

Flight allows the caster or one willing creature to move through the air. It can change an exploration route, help overcome an obstacle, or offer a different view of the landscape. However, it does not permanently grant wings. The duration depends on whether the spell is used in combat or outside it and must be monitored.

A plan for returning to the ground matters. When the effect ends, the spell provides a safe descent only from a low height; from higher up, the catalog requires Feather Fall. Its speed is approximately running speed, rather than unlimited travel around the world. The ability to fly therefore offers a real advantage while also requiring good timing and responsible decisions.

Exact effect: The target flies at approximately running speed. When the effect ends, it safely descends at most 3 m; from a greater height it needs Feather Fall. Target: caster or 1 willing creature within reach. Duration: 3 rounds in combat or 10 minutes outside combat. Restrictions: once per scene. Using it requires at least Intelligence 10 and Level 5, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Flight
Spell illustration • AirFlight
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Air
Type
movement
Min. Intelligence
10
Min. Level
5
Bonus
—
Target
caster or 1 willing creature within reach
Duration
3 rounds in combat or 10 minutes outside combat
Restrictions
once per scene
Exact effect
The target flies at approximately running speed. When the effect ends, it safely descends at most 3 m; from a greater height it needs Feather Fall.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.