Courses / AR / Flight
Flight
Code:
AR 433
Prerequisites:
Arcane Bubbles, or Team Attack, or Wingmen, or Gravity, or AR 3XX and AR 23X, or AR 3XX and Feather Fall
Qualifies For:
Wingmen (Partially), Arcane Bubbles, Gravity
Level:
4
Study DC:
12
Spell
Time:
Action
Target:
Ranged
Cost:
Duration:
Until the caster rests
Target can fly at their movement speed.
You can end this spell as a fast action, but mind the drop.
While flying, the target is concealed from tremorsense.
At high levels of mastery this spell also gives the target the ability to float, which makes it easier to remain aloft.
If the target is prone while flying, it is immobilized, unless it has the ability to float.
If the target is immobilized, it begins to fall, unless it has the ability to float.
If the target can fly, it may spend an action while falling to end the prone condition (and accompanying immobilization and falling), if it is not also immobilized for another reason.
If the target can float, if it is immobilized, it remains aloft.
Falling:
A creature falls up to 500 ft. per round, at the end of its turn.
At the end of a fall of 10 ft. or more, a creature takes 1 blunt damage for every foot that it fell, up to a limit of 500 damage.
A creature which takes 100 or more damage from a fall may instantly die at the Headmaster’s discretion.
A soft landing area or other mitigating factors may reduce this damage.
Suggested Backfire: Target becomes ten times as dense for the duration, and you cannot dismiss this effect. Each time they try to move, they must pass a DC 15 test of Strength to move at half speed, and if they fail they are immobilized for the rest of that turn.
You can end this spell as a fast action, but mind the drop.
While flying, the target is concealed from tremorsense.
At high levels of mastery this spell also gives the target the ability to float, which makes it easier to remain aloft.
If the target is prone while flying, it is immobilized, unless it has the ability to float.
If the target is immobilized, it begins to fall, unless it has the ability to float.
If the target can fly, it may spend an action while falling to end the prone condition (and accompanying immobilization and falling), if it is not also immobilized for another reason.
If the target can float, if it is immobilized, it remains aloft.
Falling:
A creature falls up to 500 ft. per round, at the end of its turn.
At the end of a fall of 10 ft. or more, a creature takes 1 blunt damage for every foot that it fell, up to a limit of 500 damage.
A creature which takes 100 or more damage from a fall may instantly die at the Headmaster’s discretion.
A soft landing area or other mitigating factors may reduce this damage.
Suggested Backfire: Target becomes ten times as dense for the duration, and you cannot dismiss this effect. Each time they try to move, they must pass a DC 15 test of Strength to move at half speed, and if they fail they are immobilized for the rest of that turn.
“Don’t fly too high, unless you know feather fall.” - Professor Icarus
Name | Effort | Requires | Description |
---|---|---|---|
Glide | 10 | Target can glide. They cannot go higher by gliding. |
|
Economy Class Flight | 10 | Glide | Target can fly. However, they must keep their arms out for balance, and flap them occasionally while flying, or they will fall. This means they cannot attack or cast spells which take an action or longer to cast without falling (500 ft.). If the target is immobilized, or they are knocked prone, they begin falling. |
Stability | 15 | Economy Class Flight | Target can fly, without keeping their arms out. Target can float. |
Extra Credit
Icarian Protocol
Effort: 5
Requires: Mastery and Feather Fall
When you cast Flight, you may also cast Feather Fall on the target for free, without taking any additional time.
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