Instructions
Flight Instructions
If you have the Dungeons and Dragon 3.5 manual, the fly spell is listed on page 232. It is taught in the transmutation school to a sorcerer or wizard at level three. The spell has a travel level of three. Range is touch and target is creature touched.
The duration of the flight spell is one minute per level. There are no current rules in Dungeons &Dragons that make the flying spell permanent. To fly at great distances, use the Overland Flight spell.
With the original Fly spell, a character may fly at 60 feet (or 40 feet should the character be wearing medium or heavy armor or carrying a similar load). A character with this spell cast may ascend at half speed. When descending, the speed doubles. Characters may cast or attack as normal. Characters may fly with charge but are not able to run or carry more than the maximum load or armor.
The Overland Flight spell works just like the fly spell, with a few exceptions. The character the spell is cast on will fly at the speed of 40 feet (less 10 feet if wearing any armor that is considered medium or heavy weight), with average maneuverability. Some notes to consider might be the long distance movement, which lets a character hustle but avoids non-lethal damage. One Overland flight spell lasts one hour.
If the flight spell expires without the character on the ground, the magic will fail slowly. While flying, the character will float down at a rate of 60 feet per round, for 1d6 rounds.
If the ground is reached during this time, the character lands safely and no harm is down. Otherwise the character may fall the last bit of distance to the ground and will take damage, equal to 1d6 per 10 feet.
While dispelling the fly spell in the air, the character will descend as normal. The only exception to this is when the spell is canceled out due to an antimagic shield. Then damage is taken at 1d6 per every 10 feet.