Transmutation
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/Power point
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Minimum Power Points: 5
The subject can fly at a speed of 40 feet (or 30 feet if it wears medium or
heavy armor, or if it carries a medium or heavy load). It can ascend at half
speed and descend at double speed, and its maneuverability is good. Using a
fly spell requires only as much concentration as walking, so the subject
can attack or cast spells normally. The subject of a fly spell can
charge but not run, and it cannot carry aloft more weight than its maximum load,
plus any armor it wears.
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. If not, it
falls the rest of the distance. Since dispelling a spell effectively ends it,
the subject also descends in this way if the walk on air spell is dispelled.
However, if the magic is negated the subject starts falling immediately.
Diminished: The subject creature can only levitate. They can
move up and down as much as 20 feet each round; doing so is a move action. They
cannot move horizontally, but could clamber along the face of a cliff, for example,
or push against a ceiling to move laterally (generally at half its base land
speed). A levitating creature that attacks with a melee or ranged weapon finds
itself increasingly unstable; the first attack has a -1 penalty on attack rolls,
the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing
allows the creature to begin again at -1.
Heightened: Each additional 4 Power points increases the Fly
speed by 10 feet