Overland Flight as a Long Distance Travel Spell


Rules Questions

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Overland flight, when used for overland travel (measured in miles), has a speed cap of 8 MPH (at the no encumbrance speed). This seems fairly slow for "flight" -- more of a moving hover, and capable of being outrun by a sufficiently high level monk with a good Con.

I'm okay with this for winged flight, but for magical flight like overland flight or a flying carpet, I'm pondering the idea of having a (house rule) 5x speed multiple for high altitude, long-distance flight travel, thus increasing the speed cap of overland flight to 40MPH (30 with some encumbrance), and the daily travel max to 320 miles (240 miles with encumbrance).

Issues? Concerns?

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Just make sure whatever you decide keeps the poor flying in combat. One of the points of Overland Flight is to give wizard's almost 24 hour protection of being able to float up 40ft at the first sign of battle.

Since it's a personal only spell I've only used it for bypassing inconveniences and taking to the air in combat. Cliffs? Gorges? Pits? Flaming Lava? Float float float.

I've never really considered it a real travel spell since Teleport (same level) is so much superior (and fun).

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Scipion del Ferro wrote:

Just make sure whatever you decide keeps the poor flying in combat. One of the points of Overland Flight is to give wizard's almost 24 hour protection of being able to float up 40ft at the first sign of battle.

Since it's a personal only spell I've only used it for bypassing inconveniences and taking to the air in combat. Cliffs? Gorges? Pits? Flaming Lava? Float float float.

I absolutely would not change the spell's utility in tactical or local movement. /agreement

Scipion del Ferro wrote:
I've never really considered it a real travel spell since Teleport (same level) is so much superior (and fun).

I think that alone argues *for* the house rule...to make OF more competitive with teleport....


Don't forget about some issues with high-altitude flight. I'm not an expert on the subject, but I think it gets pretty freaking cold and there's not much air to breathe (:

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meabolex wrote:
Don't forget about some issues with high-altitude flight. I'm not an expert on the subject, but I think it gets pretty freaking cold and there's not much air to breathe (:

"High" altitude is a relative term. For magical flight I would call this anything above heavy crossbow range...say 500 ft?


delabarre wrote:
"High" altitude is a relative term. For magical flight I would call this anything above heavy crossbow range...say 500 ft?

1200 feet, 2400 feet with distance or Far Shot, and 3600 feet with both.

Grand Lodge

Scipion del Ferro wrote:

Just make sure whatever you decide keeps the poor flying in combat. One of the points of Overland Flight is to give wizard's almost 24 hour protection of being able to float up 40ft at the first sign of battle.

Since it's a personal only spell I've only used it for bypassing inconveniences and taking to the air in combat. Cliffs? Gorges? Pits? Flaming Lava? Float float float.

I've never really considered it a real travel spell since Teleport (same level) is so much superior (and fun).

Well... Teleport isn't going to get you to a place that you have no connection or knowledge to... if you've never been to the place... blind teleport is not exactly a recommended way to go.

And again 64 miles of travel a day is a heck of a lot better than walking... a Monk may outrun that distance,, but that'd be a pretty hard task for the average mage.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Karelzarath wrote:
1200 feet, 2400 feet with distance or Far Shot, and 3600 feet with both.

Yikes! Realistically I don't think the vertical elevation is as good as the horizontal range but I'm willing to concede the point. 5000 ft is workable as a flight ceiling anyhow, and it's not too cold at that altitude (just a bit thin, like Denver).

Shadow Lodge

LazarX wrote:
And again 64 miles of travel a day is a heck of a lot better than walking... a Monk may outrun that distance,, but that'd be a pretty hard task for the average mage.

And as mentioned before, the monk has to worry about pesky things like terrain and wandering monsters...

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Overland flight is intended more as a fly spell that can be "always on." And while it's not super fast, it DOES make overland travel easier since you don't have to slog through swamps, through mountains, and wander along river banks until you find a place where you can cross safely. It basically bypasses all of the terrain modifiers... and that can be VERY significant.

If you're looking for fast overland travel, the two best spells are probably shadow walk and wind walk.

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
James Jacobs wrote:

Overland flight is intended more as a fly spell that can be "always on." And while it's not super fast, it DOES make overland travel easier since you don't have to slog through swamps, through mountains, and wander along river banks until you find a place where you can cross safely. It basically bypasses all of the terrain modifiers... and that can be VERY significant.

If you're looking for fast overland travel, the two best spells are probably shadow walk and wind walk.

Here's where my head is at on this: Solku and Katapesh are ~180 miles apart as the djinni flies. How long should it take that djinni to make that flight?

As written, under the rules on p. 172, it's approximately a 3 day flight (broken into 8 hour chunks) or 1 day straight, with no stops to sleep...primarily because the djinni is limited to a maximum cruising speed of 8 MPH. Unless I'm missing something (like his wind walk 1/day)


Wind Walk is great!

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Sharoth wrote:
Wind Walk is great!

...dinnae look down, dinnae look down...

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