Fly, Swift

Transmutation

Level: Bard 2, Druid 3, Sorcerer 2, Wizard 2

Components: V

Casting Time: 1 swift action

Range: Personal

Target: You

Duration: 1 round

You squawk twice like an eagle and suddenly long for the freedom of the skies.

You can fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor, or if you carries a medium or heavy load). You can ascend at half speed and descend at double speed, and your maneuverability is good. Using a swift fly spell requires only as much concentration as walking, so you can attack or cast spells normally. For the round the swift fly spell lasts, you can charge but not run, and you cannot carry aloft more weight than your maximum load, plus any armor you wear.

Should the spell duration expire while you are still aloft, the magic fails slowly. You float downward 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, you also descend in this way if the swift fly spell is dispelled (unlikely to happen, given its duration), but not if it is negated by an antimagic field.

Source: Spell Compendium, page 96. Text was blended with the original fly spell to reflect the differences. Originally published in Complete Adventurer, page 149.

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