Dungeons and Dragons Codexery

Fly

Defy gravity and soar through the skies with this timeless transmutation spell.

Fly is a foundational spell within the Dungeons & Dragons universe, granting creatures the ability to move through the air with grace and speed. Since its earliest appearances in the game's history, it has been a staple for wizards, sorcerers, and clerics seeking to overcome vertical obstacles or gain a tactical advantage in combat. The spell transforms the mundane act of walking into an exhilarating aerial maneuver, allowing casters to bypass difficult terrain, escape grapples, or reach high perches that would otherwise be inaccessible.

Quick Facts

Spell level
3rd level
School of magic
Transmutation
Casting time
1 action
Duration
Concentration, up to 10 minutes
Range
Touch
Components
  • Verbal
  • Somatic
  • Material (a wing feather)
Class access
  • Bard
  • Cleric
  • Druid
  • Sorcerer
  • Wizard

Lore & Background

Throughout the ages, Fly has played a pivotal role in countless adventures, from escaping collapsing dungeons to infiltrating enemy fortresses through open windows. It is frequently taught by masters who emphasize that true flight requires not just power, but control; a caster must maintain concentration to navigate safely, lest they become a tumbling victim of their own ambition. The spell's ubiquity has made it a symbol of freedom for many adventurers, representing the moment they finally leave the ground behind.

Reader's Guide

Fly is a transmutation spell that allows one or more willing creatures to fly at their normal speed for its duration. The caster must maintain concentration; if this focus breaks, the targets fall unless they have another means of flight. The spell does not grant the ability to carry weight beyond what the creature could normally lift while on the ground. If a target is carrying an encumbrance that would slow them down, their flying speed remains unaffected by the extra load, but they cannot exceed their normal movement capabilities.

A strong wind can affect those under the spell's influence. A moderate wind might push the flyers off course, while a gale could knock them prone or force them to use their reaction to stabilize. To cast Fly, the wizard needs only a wing feather from any bird as a material component. This tiny piece of nature serves as a conduit for the transmutative energy that defies gravity.

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