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0Fly00-13-11 standard action0V, S, F (a wing feather)0yes (harmless)0303000sorcerer/wizard 3, alchemist 3, summoner/unchained summoner 3, witch 3, magus 3, bloodrager 3, shaman 3, occultist 3, psychic 3, spiritualist 3, medium 3PFRPG Core1Subject flies at speed of 60 ft.0103-100003The subject can fly at a speed of 60 feet (or 40 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. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. 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, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.00creature touched001 min./level303touch

Fly

School transmutation; Level sorcerer/wizard 3, alchemist 3, summoner/unchained summoner 3, witch 3, magus 3, bloodrager 3, shaman 3, occultist 3, psychic 3, spiritualist 3, medium 3

CASTING

Casting Time 1 standard action
Components V, S, F (a wing feather)

EFFECT

Range touch
Targets creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject can fly at a speed of 60 feet (or 40 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. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

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, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Mythic: The fly speed changes to 120 feet (or 80 feet if the target is wearing medium or heavy armor, or carrying a medium or heavy load) with perfect maneuverability. When the duration expires, the target is protected by feather fall for a number of rounds equal to your caster level.
Augmented (3rd): If you expend two uses of mythic power, the target adds your tier on Reflex saves and as a dodge bonus to AC. It gains these bonuses only while flying.
Fly300303The fly speed changes to 120 feet (or 80 feet if the target is wearing medium or heavy armor, or carrying a medium or heavy load) with perfect maneuverability. When the duration expires, the target is protected by feather fall for a number of rounds equal to your caster level.-1-1Djinni (7), Draconic (7), Oni (7)transmutation3Augmented (3rd): If you expend two uses of mythic power, the target adds your tier on Reflex saves and as a dodge bonus to AC. It gains these bonuses only while flying.00-1-10-100-1331-1-1-1NULLAzata (3), Feather (3), Travel (3), Void (3)Will negates (harmless)0300

The subject can fly at a speed of 60 feet (or 40 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. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

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, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

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