
Gaberlunzie |

There's been a bit of discussion on flight and the fly spell lately, which made me think of something I've wondered for quite some time. In my home games we've houseruled it, but would be nice to have input from others.
If an Ancient Red, with a fly of 250 ft. (Clumsy) and a fly skill of +11, casts Fly - what is their new fly skill bonus, and how does it treat rules talking about winged flyers?
Clumsy maneuverability gives a -8 to checks, while Good maneuverability grants a +4. However, only creatures with a natural fly speed gets a maneuverability bonus to their skill. It has a natural fly speed, but the maneuverability rating isn't from that, so how do they interact? Regardless it gets +11 from it's caster level, so it has +30 plus either:
a) -8 from clumsy; good isn't natural and is not counted. Total of +22.
b) +4 from good; it has a natural fly speed so it gets the bonus, which overrides the clumsy. Total of +34.
c) +4 from good and -8 from clumsy; the ratings are not exclusive and both apply. Total of +26.
The second question is, can you run with a fly spell on a flying creature?
a) No, because the spell removes that ability.
b) Yes, because you don't need the spell to fly.
c) Yes, but not if the creature was slower than 60ft fly speed before; if a creature with a 10ft fly speed casts Fly it still can't run.
The third question is how it works with rules pertaining to using wings to fly. For example, the fly skill states:
"If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage."
If a dragon with Fly cast fails a check by 5 or more, does it plummet? Again, I can see varying interpretations:
a) When flying it is using wings regardless, and falls.
b) It doesn't need to use wings to fly, so it doesn't fall.
c) If it has moved more than the 60ft provided by the spell, or has taken a run action that isn't allowed by the spell (see question 2), it falls - otherwise it doesn't.
What do you think? Any other possible interpretations I've missed?

alexd1976 |

If we assume control of the spell is mental, then simply use the most favorable bonus, so ignore the natural -8 and apply the bonuses from the spell.
He 'turns on' Fly when he needs it, but uses his wings for speed.
Running in air is apparently a hotly contested thing.
In every game I have ever played it is allowed. As above, use the most favorable bonus (if Fly is keeping you from running, use your wings for speed instead).
Failing a fly check is arguable. I would say once again to use the most favorable circumstances, he 'turns Fly back on' if he fails his check.
My two cents.