Higher level flight spell, requires tweaking / feedback please


Advice


One of the players in my campaign wants a faster flight spell. Faster then what is available. I know Haste can improve your flight speed (I double checked lol) but I was thinking something along the lines of this custom spell I whipped up, any thoughts or advice appreciated.

Reckless Flight

School Transmutation; Level (same classes availability as fly) 4

Casting

Casting time 1 standard action
Components V,S,F (a wing feather of an Arrowhawk)
Effect
Range Touch
Target creature touched
Duration 1 min./level (see below)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Description

The subject can fly at a speed of 90ft or 60 (with a medium/heavy armor/load) it can ascend at half speed and descend at double speed 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.

Special:

The creature can move at an accelerated rate sacrificing accuracy and duration. A creature can move at double the speed at an additional cost of 1 minute from the spells duration for one round. You must have a full minute of duration to use this ability. Example Fly 180ft maneuverability poor, or 120ft with a medium/heavy armor/load maneuverability poor

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The special part of this spell kicks things into another ballpark.

The mininimum level I'd make this spell would be 5th or 6th.


As I understand it, you can always take 2 move actions instead of a standard+move to double your flight speed.

Going to 90/60 is already a big jump...and you can effectively double that whenever not hitting something or casting another spell.

The special doubles it AGAIN.

If you are going to have this be a 4th level spell, I'm down with having the same speed as fly, but add the special feature (So you get 120/80...and can double that by using 2 move actions, but duration is in rounds).

If it stays 4th level, I could see a flat 60' rate, encumbrance doesn't matter b/c all gravity is negated, can climb at full movement rate (b/c all gravity is negated) and same duration as regular fly. That allows you to double still, but the real benefit is out climbing & out carrying the competition at a given encumbrance.

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