Game Altering (or Game Breaking?) Spells: Fly


Pathfinder First Edition General Discussion

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Fly seems to draw a lot of heat on the forums because people feel it makes skills like climb or classes like Rogue less useful.

How have you seen it used in your game? As much as possible, discussing actual game use while allow more objective dialogue and place how it was used in context.

What advice would you give a GM who's players are about to gain access to it for the first time? Any ideas for encounter design (combat and non-combat) to maintain a fun and challenging environment? Any societal norms/issues/concerns a GM might consider knowing fly is available to players/NPCs.

PS: I realize teleport and fly might be low on some peoples list of Game Altering (Game Breaking?), but we did a good job IMO demonstrating the topic can be discussed objectively and like adults with Teleport. So working one more underhanded pitch before tackling something like Magic Jar/Simulacrum.


The worse thing I've seen regarding fly actually occurred in Shadowrun first, but I've seen it in Pathfinder as well (though not as bad.)

Usually the individual keeps Fly on as much as possible, permanently if possible, along with Invisibility and perhaps a handful of other spells. Then they are an invisible flying death drone for all intents and purposes.

That was bothersome. Other than that, Fly usually doesn't cause many problems in most of my games.


Fly, specifically the flight hex, is the only thing that has kept my witch alive for the last few levels. I'm not sure it has caused any major problems but, particularly in hex form, it certainly does negate the climb skill. How much of an issue that really is is debatable, though. Not terribly, would be my opinion.


meh... Flight it's not balancing issue. it can limit some games and negate natural features in the wild. but there are ton's of low-level enemies that fly already; bats, birds, insects.

I allowed a PC in a home game to take Stryx at level 1, it didn't break the game because the limit I placed on him was moral one, as the primary fighter the winged PC would have to stay close to his weaker companions to protect them.

but terrain also plays a part in flight - one can't fly in dense forest and can only fly as high a ceiling in a dungeon. As a GM you'll need to know the dimensions of you rooms. Flying is dangerous, you don't have any cover and you'd usually be the first creature seen (and attacked) by enemies (no cover).

Wind speed also effects flying creatures, so storms and gusts of wind can be quite nasty for the unprepared.


Fly isn't as powerful as Overland Flight or Airwalk. I honestly don't have a problem with it when played as written. Minutes per level is weaksauce for basic mobility spells.


My flame oracle has fly as a swift action. In a big fight it allowed her to avoid 1 sword swipe and move around quickly, but then she got knocked out and almost died because of chain lightning and fall damage.

And people say reflex saves aren't important.


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Fly, the spell, has not specifically been a problem. Flight, from Overland Flight, Wild Shape, and Oracle revelations, has been a serious problem. Specifically, the problem is that they're personal. Fly is usable as a buff, Overland Flight is not. Of course, in return Fly is min/level or a single dungeon at best and Overland Flight is hours/level or all the adventuring day, especially if you extend it.

So two stories. The first is a high level party. Built fairly high level too, so there was less of a learning process. This became a problem in the very first battle, when the fighter revealed he had no way of flying and no ranged weapon. The battle was on a boat at sea against a kraken that he literally could not contribute to, because he couldn't reach or hit it. From then on most of the battles were designed to take place in small, enclosed areas because even with a bow he was not happy when he couldn't hit things with his sword. They only encountered two more enemies who had native flying, one in a throne room (20 feet tall, so they could still fly out of his reach and he couldn't do much) and one in the sky (I think we took pity and gave him some kind of flying mount? Maybe the wizard finally prepared Fly instead of the extended Overland Flight they used for themselves).

The second party is a medium level party that started at level 1. At level 8 (I think) was where the problems first started. This time it wasn't flying enemies, it was flying party members (and two invisible ones). Ninja, druid, wind oracle, and magus. Druid discovered air elemental form and has stopped going back to their natural form. Wind Oracle is a buffer and gets both invisibility and flight, they're an invisible flying buff/healbot. Ninja (as ninjas are wont to do) disappears before sneak attacking. This leaves the magus as the only visible, land-bound target. The druid was usually in range (medium only) but could fly out of range if they got hurt. The magus did have Fly (I think), but few spell slots to use it in (3, I think). Druid had constant flight, oracle had min/level usable a minute at time, ninja had enough ki to go invisible two or three times every battle. Then they hit level 10 and it all got so much worse. Druid could now go Large and had lunge so they could fly 15 feet off the ground, out of reach of most medium and large opponents. The ninja now had greater invisibility and thus no reason to reveal themselves ever again. The magus... well, didn't get any better, and now enemies couldn't reach the druid or find the ninja (they still never found the oracle).


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Although not game breaking, it is an option that requires the appropriate magic, item, or special ability. It can remove any tension from pressure plate or pit traps. It can make high walls less useful as a movement hindrance. It can allow the flier to move past melee weapon opponents that lack ranged weapons.

It is no more game breaking than invisibility, short range teleport, breathing underwater, and so on. The big offenders tend to be a few of the higher level spells, such as simulcrum, wish, miracle, or time stop.

In short, it can defeat some niche challenges rather anticlimactically, yet cannot change the world narrative.


Ceilings, arrows, casters. Many ways to deal with Fly. Is it a new level of the game, sure? But even potions of fly help in these situations. Perfectly reasonable and workable for the level.


I'd like to second ceilings as a way to put a cap on flying PCs.

@Bob Bob Bob - It sounds like your Magus might want to get stealthier or make sure he has solid defenses. Of course he could also fly and or become invisible if he wanted to.


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Sure, there's a lot of things the magus could have done. But the point was that Fly (the spell) was a limitation on him that none of the others had. The druid's flight was Wild Shape (hour/level), the oracle's flight was a swift action and usable for min/level but in one minute increments (so all battle, every battle), and the ninja's greater invisibility was rounds/level for each ki point. While they used character resources to get those (except the druid) their in-game resources were plentiful enough they could use them constantly. The magus needed to use less limited character resources (spells known) and extremely limited in-game resources (spells prepared) to get the effect. Everyone else used them whenever they wanted, the magus had to guess how many of each he'd need. Overall, I guess the point is that Fly (the spell) is not as problematic as the several other ways to gain flying.

The main problems with flight in combat are basically the same problem, just from different sides. Players can't contribute to combat because they can't reach the monsters, players contribute to all of monster combat because the monsters can't reach the other players. The first is entirely a player problem (a sling is free, weightless, and can use rocks you find on the ground as ammo, everyone should have one) but you can introduce it early on by having opponents high up a cliff, on the ceiling, or otherwise out of reach to encourage backup ranged weapons. The second is more complicated, because many of those "better" versions of Fly are personal only. It becomes a conflict of the flying players playing their characters and the non-flying players not wanting their characters to die. I don't honestly know how to handle this, you can tell a player to buy a magic item (or provide one in loot) but you can't make 'em use it.

Now, you can make it so flying is less dominant. The best way to handle it when you find yourself using a monster that's a big melee-only bruiser is putting it in a room where nothing can escape from it. Good strategy in-universe, too. Things encountered is large open spaces should probably have a smaller room or cave nearby where they can bring the fight down to their level.

As for flying replacing climb... and? Spider Climb is literally a level lower and does the exact same thing. If they could overcome the obstacle with climbing, all Fly does is speed up the process. Now, flying will also pass any "impossible" climbs, so you shouldn't use those. Of course, you shouldn't have used them before, because flying things are a fact of the world. And beware the flying barbarian with an adamantine pick going all soft-boiled egg on your "unclimbable" structures. Actually, beware of the flying barbarian in general because they might be able to carry the entire party (halflings weigh less than chainmail).

As for the etiquette, it's entirely on the player side and varies from table to table. At some the wizard exists to buff the valiant and heroic fighter. At others the wizard does what they want and the fighter should play with their own toys and stop demanding the wizard hand over theirs. So, whether the wizard casts fly on the fighter or mad monkeys/spiked pit/fireball/lightning bolt on the enemies. There's gradations of this, as I've seen people willing to cast Haste but unwilling to cast Fly (less specifically, willing to group buff but unwilling to single-buff). Players can also all agree to fly or not fly but I've rarely seen them ever talk about it. Usually it just crops up when problem 2 from above rears its ugly head and land-bound realizes they're about to be a punching bag. I've seen it go bad, where the land-bound accused the others of cowardice and the others got angry because they've been flying for several levels and it hasn't been a problem any other time. I'd say it's a good situation for a "tank" but that's because players don't like being called "bait". And, usually, if the player wants to play a tank they won't complain about the attention. If they wanted to play Flanky the Rogue, Fighty the Fighter, or someone else who engages in melee combat with other people, they might object to the rest of the party joining combat from 15 feet up while they get to tank, whether they like it or not.


Create Mr. Pitt wrote:
Ceilings, arrows, casters. Many ways to deal with Fly.

One possible issue is the 'Kingmaker' type of situation where you're supposed to be clearing out the various wandering monsters that make the wilderness too dangerous for farmers and traders. Dinosaurs and things like that are almost always found outdoors, never carry ranged weapons, and can't cast spells. So a party with flight that chooses to make practical use of it ("A monster! Let's Dimension Door to safety, cast Fly on everyone, and then come back and kill it from the sky!") can trivialise a lot of encounters.


In a world where flight is available (even the spell) will look different because walls will not be a valid defense of towns. Bunkers would need to be used. Maybe that is why we have dungeons.


Bob Bob Bob wrote:
Sure, there's a lot of things the magus could have done. But the point was that Fly (the spell) was a limitation on him that none of the others had.

Magus can pick up Overland Flight at 10th level if they really want it. Retrain an arcana for Spell Blending or retrain a feat for Extra Arcana.

All magi gain access to the Fly spell at 7th level.

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This is a matter of personal preference, but I like a game in which flight doesn't become an option until much higher level. But that isn't this game.

Crane Wing was nerfed because people complained that it allowed you easily to beat any enemy that had only one attack.

Flight is much worse. It allows you easily to beat any enemy that can't fly and doesn't have ranged attacks.

Likelihood of fly getting changed? Zero. It's too tied into legacy. But it's definitely pushing the boundary of too good for 5th level.


Charlie Bell wrote:
Likelihood of fly getting changed? Zero. It's too tied into legacy. But it's definitely pushing the boundary of too good for 5th level.

Or fourth level, if you're a druid.

Fortunately, most groups don't do it that way, even if they could.

Wizard: Let's kill it from the sky so it can't fight back!
Barbarian: Charge!
Wizard: Sigh.

Or the GM can work around it:

GM: As the Halfling Ranger soars above the Cyclops, on the back of the bat-shaped-Druid, raining arrows from above, it runs into a cave.
Ranger: Oh, every week, there's a cave.
Druid: Or an inlet.
Ranger: Or a fjord.


"You have angered Gozreh by doing nothing more than hanging out in the sky while murdering creatures and then not doing so much as using their corpses for food, wrecking local ecosystems and breaking the circle of life. Which moves us all. When you fly more than fifteen feet off the ground, regardless of where you are, you're buffeted by sudden hurricane-force winds that push you back down. Gozreh hopes this will be a lesson to you and that you will stop trivializing encounters with cheap tactics."


Charlie Bell wrote:


Likelihood of fly getting changed? Zero. It's too tied into legacy. But it's definitely pushing the boundary of too good for 5th level.

This of course raises the question of what level fly is appropriate for.

Given that a fighter can't fly at all, and that monsters can fly or make ranged attacks from CR 1/4, I don't see 5th vs. 7th level making much of a difference.

Yes, flight allows you to easily beat any enemy that can't fly and doesn't have ranged attacks.... but that's a CR 17 behemoth golem. Does this mean that it's an overpowered spell for a 17th level caster as well?


One of my favorite stories is with a PC who was using Fly as a protection from fighter spell.

In a cave a bunch of skeletal champions with swords and bows appear. The rest of the party engage the front, she flies up to the ceiling. Every single skelton that wasn't engaged shot her to negative hp. Flying might protect you from swords, but it also opens you up to different angles.


What I seem to see most is players and GMs ignoring the fly skill when someone is under the affects of the fly spell. Players seem to think that if they can fly they can do anything. There are DC's for hovering, flying in a straight line, etc. Some are simple, some not so much so.

Properly run, the fly skill is not a problem.


One of the DM's in our circle of gamers solved the problem by completely removing the spells from his game. Anything that is magical flight and anything that is magical invisibility do not exist in his Birthright campaign world. The rest of us just strategize fight sequences with dead magic zones or lots of dispel magical targeting flyers.


Swiftbrook wrote:
There are DC's for hovering, flying in a straight line, etc.

There is no DC for flying in a straight line. There is a DC 10 check for flying less than half speed - this is pretty easy with the +6 (or more) skill bonus you get for casting Fly.


Swiftbrook wrote:

What I seem to see most is players and GMs ignoring the fly skill when someone is under the affects of the fly spell. Players seem to think that if they can fly they can do anything. There are DC's for hovering, flying in a straight line, etc. Some are simple, some not so much so.

Properly run, the fly skill is not a problem.

You know those DCs are super easy to make for anyone who bothered to even remotely invest in them right? They literally cap at DC 20. Magical flight even ignores 90% of the penalties of the fly skill which only effect creatures flying with wings.

Assuming a 5th level Wizard has a Dex of +2 (not hard) and has invested in the Fly skill and has cast the Fly spell, they will have +5 (Ranks) +3 Class Skill +2 (Dex Bonus) +4 (Good Maneuverability) and +2 (Fly spell), that's +16 so the Wizard cannot fail to hover and only fails to move straight up on an 3. 6th level adds another skill and fly bonus dropping failure to move straight up to a 1. By 7th level, you cannot fail any Fly skill DC where no penalty is present.

Also these threads seem to be a waste in my opinion, because most of the responses aren't actual ways to address the spell, their just "remove it from game" and "remove it from the game by punishing the players for using it". Or saying things like "just play it properly" when it's clear the person doesn't realize most people are and that like with Fly, it's only possible to fail on low numbers for like the level you get and the level after it and then you can never fail.


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Anzyr wrote:
Assuming a 5th level Wizard has a Dex of +2 (not hard) and has invested in the Fly skill and has cast the Fly spell, they will have +5 (Ranks) +3 Class Skill +2 (Dex Bonus) and +2 (Fly spell)

You omitted the +4 for Good maneuverability the spell gives you, confirmed to work in the recent FAQ:

"Despite the fact that the Fly skill mentions that bonuses and penalties from maneuverability apply to creatures with natural fly speeds, they apply for any fly speed."


Matthew Downie wrote:
Anzyr wrote:
Assuming a 5th level Wizard has a Dex of +2 (not hard) and has invested in the Fly skill and has cast the Fly spell, they will have +5 (Ranks) +3 Class Skill +2 (Dex Bonus) and +2 (Fly spell)

You omitted the +4 for Good maneuverability the spell gives you, confirmed to work in the recent FAQ:

"Despite the fact that the Fly skill mentions that bonuses and penalties from maneuverability apply to creatures with natural fly speeds, they apply for any fly speed."

You know I try pretty hard to keep up with the FAQs, but I totally missed this. We really really need a list of those or something. Wow. I'm going to amend my above post to factor that in.


Matthew Downie wrote:
There is no DC for flying in a straight line.

whoops.

Anzyr wrote:
You know those DCs are super easy to make for anyone who bothered to even remotely invest in them right?

Yes. How many fighters invest in Fly? Or rogues? Or every class since the wizards can cast it on anyone. Even many wizards haven't invested in fly. That's the point. As a GM, if the character under the affects of fly has invested any skill point in fly, I would probably ignore most checks. However, throw in some adverse weather conditions .....


Swiftbrook wrote:
Matthew Downie wrote:
There is no DC for flying in a straight line.

whoops.

Anzyr wrote:
You know those DCs are super easy to make for anyone who bothered to even remotely invest in them right?
Yes. How many fighters invest in Fly? Or rogues? Or every class since the wizards can cast it on anyone. Even many wizards haven't invested in fly. That's the point. As a GM, if the character under the affects of fly has invested any skill point in fly, I would probably ignore most checks. However, throw in some adverse weather conditions .....

Uh... I've never seen a Wizard who didn't initially max Fly actually. Most of them stop putting in points once they cannot fail outside major wind conditions, but most invest in quite heavily. They might wait until 5th and delay advancing some other skills to dump max points into Fly, but they max it if they take the Fly spell.

Even Fighters who plan on using Fly at least make nominal investments in my experience (or get a headband). Rogues tend to max it if they plan to fly though in my experience. Because if you plan to fly, why wouldn't you invest in it?

Adverse weather conditions are poor way to "address" Fly. You might get away with Severe winds (only a -4), but if you routinely declare there is Windstorm and up weather, your players are going to catch on that you are doing that second thing I mentioned "remove it from the game by punishing the players for using it". I mean how often is there Windstorm and up weather where you live?


There's no need to address fly. Early on in very specific environments it has its issues in certain combats, but that can happen with a variety of spells.

If an AP allows fly to be a perfect defense in every combat for a while, the GM should consider adding more flying creatures, archers, and casters as combatants (as well as monsters with ranged attacks) if they simply can't add ceilings.

Yes, sometimes characters with fly are hard to take down. But they are usually the weakest and most vulnerable characters as well. This spell stands alongside mirror image as great defensive spells perfectly appropriate for its level. Particular because its duration means that a lot of time a caster needs to lose his or her turn to get the spell up in a combat or cast it more than once.

If that's the case the gain of defense is outweighed by the loss of an initial bf control or summoned monster. Fly alters the game a bit but it's at an appropriate level and nowhere near game breaking.


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The main issue with flight is that the rules are just awkward. It's not easy to represent altitudes from 0' to 1200' (long range spell at level 20) in 5' increments on a table top. It's not easy to convert circular area templates into spherical effects. It is easy to forget turning penalties in a game with no facing rules.

The flight rules need a lot less granularity. Something like running altitude in 50' or 100' increments. And probably revising the ranged weapon rules around whatever increment altitude uses.


Matthew Downie wrote:
Swiftbrook wrote:
There are DC's for hovering, flying in a straight line, etc.
There is no DC for flying in a straight line. There is a DC 10 check for flying less than half speed - this is pretty easy with the +6 (or more) skill bonus you get for casting Fly.

However not everyone gets that bonus. The Oracle of Flame does not get any bonus to fly without ranks and does not get it as a class skill for example.


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Anzyr wrote:
Also these threads seem to be a waste in my opinion, because most of the responses aren't actual ways to address the spell, their just "remove it from game" and "remove it from the game by punishing the players for using it". Or saying things like "just play it properly" when it's clear the person doesn't realize most people are and that like with Fly, it's only possible to fail on low numbers for like the level you get and the level after it and then you can never fail.

Comments like this seem to be a waste in my opinion because if a group of people have got together to discuss methods of limiting a specific spell that is there business. If you can't believe it can be limited you can state your opinion but on the understanding that is a fail answer. Or dispute the mechanics of a method but don't claim any attempt to limit a spell is trying to force it from the game. I for one found the teleport thread and this one interesting - I'd like to see them continue.

On to the topic. If outdoors, weather is relevant, as much from a descriptive element as anything else. If you describe the buffeting winds and having to struggle to keep your altitude players may be tempted to walk instead. I agree that the mechanical effects of wind speed are minor.

Other flying creatures should definitely consider targeting other flying creatures. In general a character that hovers 30ft off the ground should be a target for spells and ranged attacks as well as other flyers because of their prominent position.

Creatures on their ground could use cover, trees, overhangs, caves, gullets etc to evade the invulnerable flyer - that has a choice of land or fly away - particularly effective when it is a spell with a time limit.

Entangling effects should be effective against those using natural flight/wings - tanglefoot bags, nets, web etc.

Indoors consider roof height and also line of sight.

Flying suitably high or distant alone should be treated the same way as splitting the party.

I allow a single melee attack to be made at the end of a jump movement. The action after the attack is landing on the ground which I allow as a free action - that may be jumping off a high object.

Good old dispel magic can strip it away, also antimagic field ends it immediately meaning the flyer plummets to the ground.

I suspect greater invisibility deserves a thread all of its own.

One of my most memorable gaming encounters was when a dwarf trollslayer jumped off the tower of the vampire count, landing on the back of said count and succeeding on a grapple to hold on as they both crashed to the ground.

Anyway these were just a few thoughts for possible methods to limit. That said in my skull and shackles campaign I did just politely as the party sorceress not to take flight as it would spoil the gritty nature of the campaign I'm running. He was more than happy to comply.


I don't agree with the assertion that most people conducting combats including fly are doing it properly and still having their game broken. Obviously they can assert as such, but my empirical experience suggests strongly otherwise. And fly checks have nothing in the world to do with it; just tactics and combat diversity.


The Sword wrote:
Anzyr wrote:
Also these threads seem to be a waste in my opinion, because most of the responses aren't actual ways to address the spell, their just "remove it from game" and "remove it from the game by punishing the players for using it". Or saying things like "just play it properly" when it's clear the person doesn't realize most people are and that like with Fly, it's only possible to fail on low numbers for like the level you get and the level after it and then you can never fail.

Comments like this seem to be a waste in my opinion because if a group of people have got together to discuss methods of limiting a specific spell that is there business. If you can't believe it can be limited you can state your opinion but on the understanding that is a fail answer. Or dispute the mechanics of a method but don't claim any attempt to limit a spell is trying to force it from the game. I for one found the teleport thread and this one interesting - I'd like to see them continue.

On to the topic. If outdoors, weather is relevant, as much from a descriptive element as anything else. If you describe the buffeting winds and having to struggle to keep your altitude players may be tempted to walk instead. I agree that the mechanical effects of wind speed are minor.

Other flying creatures should definitely consider targeting other flying creatures. In general a character that hovers 30ft off the ground should be a target for spells and ranged attacks as well as other flyers because of their prominent position.

Creatures on their ground could use cover, trees, overhangs, caves, gullets etc to evade the invulnerable flyer - that has a choice of land or fly away - particularly effective when it is a spell with a time limit.

Entangling effects should be effective against those using natural flight/wings - tanglefoot bags, nets, web etc.

Indoors consider roof height and also line of sight.

Flying suitably high or distant alone should be treated the same way as splitting the party.

I allow a...

I like that Storm provided some ideas for how you can increase the encounter/situational difficulty. I think that's something that would be useful to all GMs. Entangle - to be honest (and I play a druid in my son's campaign) I never would have thought to try using it on a flying foe. But no reason it couldn't - I did use it in a cave and described the effects as mushroom type fungi strands - it didn't stop movement, but created difficult terrain. vs a flying creature there are plenty of air-borne seeds and mold spores from which "entangle" could sprout. That's a really good idea.

I'll get wild-shape next level - what I'm concerned about as I read some of these posts is how will I continue to be challenged? (I'm helping my son GM his first campaign - he's 12) and I don't like walking over encounters. we don't all fly - but what if you basically have a party that -can- all fly. Players want to be challenged - what are some other encounter ideas to keep things challenging for PCs during outdoor encounters (I think indoors with ceilings are pretty straight forward and limiting).

a couple off top of my head.
1. Provide flight options for the enemy. Flying mounts, flying mobs, or magical flight. Although to be honest - the idea of running a 3D combat with 4 PCs and several flying enemy really doesn't sound fun. I think I would tend towards theater of the mind for this kind of combat and just keep some basic notes round to round about. What can I say - I'm an Army guy and aside from airborne operations I think 2d - if we have any fighter pilots or submariners on this thread and they have some ideas about how to easily keep track of 3d combat I'd be willing to hear it.

2. Long-bow range missile weapons. No reason any self-respecting humanoid group doesn't have these. Anything that'll allow a grounded enemy to be a threat to a flying PC (or a grounded PC to be a threat to a flying enemy).

3. Magic. Not just dispel, which doesn't cause plummet, but long range attack spells -and- GM invented magic. IE - a spell the specifically targets flight. In a world where magical and non-magical flight/attack is possible, someone would invent spells that target flight. Just like spells specific to fighting something like a Dragon such as "Wing-bind".

4. Weather. Already mentioned, but I might go so far as to say "stormy" is considered difficult terrain for flight causing speed and maneuverability issues or possibility of vertigo and 5' visibility could easily result in you splatting into the ground at your flight speed. I wouldn't make-up wx to deter flight, but I already have wx rolled up for several game weeks in advance so if its stormy that day it is what it is. Alternately, enemy spell casters using spells such as obscuring mist or such that could affect your visibility could be very dangerous.

Counterflight tactics are probably something players could provide more feedback on than GMs (since its like a 4:1 ratio). How would you as a PC counter flying enemy? Then us GMs just concentrate it for use against our PCs ;-).

A little side note - I personally give XP for causing a creature to flee or run, so enemy flying away from the party (other than any loot on it) isn't a loss. And if the party flys away from an enemy, that enemy is going to continue to live, act, gain power, etc so while it might allow you to avoid a TPK (a bad thing), it isn't a free pass, the bad guy will evolve or even follow you if possible.


Anzyr wrote:
Swiftbrook wrote:

What I seem to see most is players and GMs ignoring the fly skill when someone is under the affects of the fly spell. Players seem to think that if they can fly they can do anything. There are DC's for hovering, flying in a straight line, etc. Some are simple, some not so much so.

Properly run, the fly skill is not a problem.

You know those DCs are super easy to make for anyone who bothered to even remotely invest in them right? They literally cap at DC 20. Magical flight even ignores 90% of the penalties of the fly skill which only effect creatures flying with wings.

Assuming a 5th level Wizard has a Dex of +2 (not hard) and has invested in the Fly skill and has cast the Fly spell, they will have +5 (Ranks) +3 Class Skill +2 (Dex Bonus) +4 (Good Maneuverability) and +2 (Fly spell), that's +16 so the Wizard cannot fail to hover and only fails to move straight up on an 3. 6th level adds another skill and fly bonus dropping failure to move straight up to a 1. By 7th level, you cannot fail any Fly skill DC where no penalty is present.

Also these threads seem to be a waste in my opinion, because most of the responses aren't actual ways to address the spell, their just "remove it from game" and "remove it from the game by punishing the players for using it". Or saying things like "just play it properly" when it's clear the person doesn't realize most people are and that like with Fly, it's only possible to fail on low numbers for like the level you get and the level after it and then you can never fail.

when I decided to try this thread (more as a way to share experience for GMs about the spells that seem to draw the most heat in the forums) I did caveat the intro to each that actual examples from game play are preferred. Its impossible to give objective shared experience and advice without that. So far it hasn't been too bad with only a few "what ifs" and most of those weren't ridiculous. Its just a start, but seems to be allowing for some decent adult conversation, but admittedly, we've not hit the most contentious spells yet.


I have never had a problem with flight, including PC races that begin with a flight speed.

"They can stay out of melee range" So? Unless the entire party has a flight speed, that just makes then able to run away. Also, slings, guns, bows, and even chakram exist.

"They can fly rather than climb/jump up walls/over gaps" Again, so? Unless the entire party can, or they are strong enough to carry every party member, all that means is that they either go into or get out of danger first.

Additionally, to echo sentiments already expressed, flight is great outdoors, but not too impressive inside buildings, castles, dungeons, caves, dense forest, thick jungle, or really anywhere other than fields, dessert, grassland, or tundra.


Scythia wrote:

I have never had a problem with flight, including PC races that begin with a flight speed.

"They can stay out of melee range" So? Unless the entire party has a flight speed, that just makes then able to run away. Also, slings, guns, bows, and even chakram exist.

"They can fly rather than climb/jump up walls/over gaps" Again, so? Unless the entire party can, or they are strong enough to carry every party member, all that means is that they either go into or get out of danger first.

Additionally, to echo sentiments already expressed, flight is great outdoors, but not too impressive inside buildings, castles, dungeons, caves, dense forest, thick jungle, or really anywhere other than fields, dessert, grassland, or tundra.

Terrain is a really good point and hopefully GMs don't gloss over that too quickly. I've only done home-brew starting with my first game in '90, so what type of terrain the PCs were in (plus wx) was always in play. Forest in particular or even just lightly forested could be a major impediment.

I guess I'm not sure if you run APs, modules, or pre-canned world how fleshed out the terrain types are but its a good thing to keep in mind as a GM.
Like many things, not to just punish or penalize the PCs (since this also affects monsters and NPCs), but its part of the immersion environment that affects how useful/practical a power actually is. If the group is happy with someone flying out of range above the trees and not entering combat/or the PC is enjoying their playing time like that I guess its not an issue at their table, but I probably wouldn't enjoy that.


Andrew Leukering 606 wrote:

One of the DM's in our circle of gamers solved the problem by completely removing the spells from his game. Anything that is magical flight and anything that is magical invisibility do not exist in his Birthright campaign world. The rest of us just strategize fight sequences with dead magic zones or lots of dispel magical targeting flyers.

GMs call at their table, but it can be rough to tie your own hands like that. most players can live with what ever you decide, as long as the monsters NPCs get the same restrictions. Maybe some of the ideas on this thread will give him 2d thought. We'll tackle Invisible and Greater Invisible in the future as well.


Atarlost wrote:
The flight rules need a lot less granularity. Something like running altitude in 50' or 100' increments.

So, if I want to fly over the owlbear, jabbing him with my reach weapon, in a thirty foot high cavern, what would your ruling be?


In prefer to say to a player, I would prefer it if you don't use the X spell because of Y. You are then free to allow it at a higher level or add it in as a magic item or wand form. I'm lucky enough that generally my players see this as preferable to banning. The example I gave was flying but also dimension door and teleport in the shackles game I am running.


Scythia wrote:

I have never had a problem with flight, including PC races that begin with a flight speed.

"They can stay out of melee range" So? Unless the entire party has a flight speed, that just makes then able to run away.

Or kill the monsters with ranged weapons from a position of complete safety.

Scythia wrote:
"They can fly rather than climb/jump up walls/over gaps" Again, so? Unless the entire party can, or they are strong enough to carry every party member, all that means is that they either go into or get out of danger first.

It's often not that hard to get the entire party flying. The Druid turns into dire bat and carries one person up into the sky, while the Wizard casts Fly on the Barbarian, who carries him past the obstacle.

It's not impossible for the GM to keep these things from spoiling entire adventures, but the fact that the GM has to work around it demonstrates that there is a problem. There are many stories I can't tell if the PCs simply fly past all obstacle.

GM: The black knight stands on the bridge over the chasm. "None shall pass!" he cries.
Players: We fly around him.

GM: You must find the enchanted glade, which is hidden somewhere in the Forest of Shadows.
Players: We fly up into the sky until we see the glade, and land in it.

GM: The mountain looks too steep and slippery to climb. The only way to proceed is through the mines of Moria...
Players: We fly over the mountains.


Scythia wrote:

I have never had a problem with flight, including PC races that begin with a flight speed.

"They can stay out of melee range" So? Unless the entire party has a flight speed, that just makes then able to run away. Also, slings, guns, bows, and even chakram exist.

"They can fly rather than climb/jump up walls/over gaps" Again, so? Unless the entire party can, or they are strong enough to carry every party member, all that means is that they either go into or get out of danger first.

Additionally, to echo sentiments already expressed, flight is great outdoors, but not too impressive inside buildings, castles, dungeons, caves, dense forest, thick jungle, or really anywhere other than fields, dessert, grassland, or tundra.

Keep in mind it's essentially "Immunity from monster" from a large number of monsters. Against human-like opponents, sure ranged attacks of some variety exist, but if you go through a given monster manual you'll be shocked at few monsters have a means of dealing with a flying opponent.


What would any of us do in that situation. Take cover.

This isn't a thread about whether fly is a powerful spell, it's a spell to find ways of reducing the impact of such a spell.

I think it is important that when a person is being carried by a flying creature shouldn't be able to act freely. Unless they are riding the creature properly they should at least be considered grappled.


Flying is boring.

That is probably my biggest gripe.
If you think about it, it is also out there with the most boring super powers one can have. Think about the stardard Superman-clone powers. Super toughness, boredom. Super strength, boredom. Flying, also boredom.

Maybe because it is just too easy to control. If instead of flying it was being projected at a still vector at speeds that you cannot control aka human cannonball style, then there might be some amusement to it and danger. But 100% controlled omnidirectional hovering to any place just makes things dull, because then GM has to invent as boring solutions to counter it.

"Oh no, the magic winds summon stupid air enemies that attack you like land enemies but in air, bluh"
or
"IT JUST HAPPENS THAT ALL SOLDIERS IN THE ENEMY ARMY PULL OUT THEIR LONGBOW AND I WILL NOW ROLL A LOT OF ATTACK ROLLS"


Matthew Downie wrote:
Scythia wrote:

I have never had a problem with flight, including PC races that begin with a flight speed.

"They can stay out of melee range" So? Unless the entire party has a flight speed, that just makes then able to run away.

Or kill the monsters with ranged weapons from a position of complete safety.

Only if the monsters are Int -.


Fly combos too well with spells like invisibility, windwall, fickle winds, and summoning.

A level 5 wizard with a crossbow could solo a level 20 fighter.
With two spells (fly invisibility) the wizard can become basically undetectable and scout far better than a rogue.

Fly's issues are less inherent and more that it's dangerous in the magic system it is in. By itself, it can collapse certain narrative arcs, like most player abilities.


Interestingly I've just seen the FAQ that explains if you are paralysed you can't use actions including one to hove. Add paralysis to the list of solutions = fall like a stone because the spell hasn't ended you just can't control the flight.

Could be very nasty for those that rely on flight as a matter of course.

Winged ghouls people, winged frickin ghouls!


The Sword wrote:

Interestingly I've just seen the FAQ that explains if you are paralysed you can't use actions including one to hove. Add paralysis to the list of solutions = fall like a stone because the spell hasn't ended you just can't control the flight.

Could be very nasty for those that rely on flight as a matter of course.

Winged ghouls people, winged frickin ghouls!

Is that really any better?

It sounds more like another "Gotcha!" thing GM might do because the player is flying too much.


Rhedyn wrote:

Fly combos too well with spells like invisibility, windwall, fickle winds, and summoning.

A level 5 wizard with a crossbow could solo a level 20 fighter.
With two spells (fly invisibility) the wizard can become basically undetectable and scout far better than a rogue.

Fly's issues are less inherent and more that it's dangerous in the magic system it is in. By itself, it can collapse certain narrative arcs, like most player abilities.

How did the fighter reach 20th level without learning about potions or carrying a bow?

I've seen very few fighters make it past 7th - 9th level without carrying at least of few potions, including Fly. What high level fighter does not put one of his weapon training choices into a ranged weapon?

In my experience, nearly everyone in my groups carries a ranged weapon by second level, even if just an unenchanted bow or crossbow. +1 adaptive longbows tend be start showing up around 8th or 9th level for non-ranged, strength based characters, regardless of class.


Some of the theoretical examples and what-ifs that are creeping in now is where some threads start going south. I understand a GM might experience them, but then lets be realistic and accepting of the viability of what sound like rather harsh or silly GM response options. Its not a video game where using the right cheat-codes allow you to win or set the highscore. If the players want to see what loopholes or what perfect combo can allow them to kill any threat with no risk, your problems of GMing that group are beyond what spell or using your unlimited HP and spell per day resources which you -have- as a GM. You're probably going to need to have a long talk about what you and that player or group of players want from the gaming experience.

Or you could go passive aggressive and see how many times they use "We all fly above and roll d20's until the monster is dead" as their solution before they realize - that's not fun and the GM is just letting us do this.

Maybe you're answer just has to be "Look - that's creating unreasonable situations in the game, and the only option I've got is to be unreasonable with my responses to it if I'm going to create challenging and fun stories for you. Are we actually using the spell in a logical way or as intended by the rules, and is the world around you responding in logical ways knowing what that spell can do? How do we want to proceed?"

Basically when as a GM if it really comes down to someone ruining the enjoyment of you and/or their fellow players you can either take irrational in-game actions and they'll probably go look for another game; or talk rationally out of game to resolve it or conclude they should probably go look for another game.


Envall wrote:
The Sword wrote:

Interestingly I've just seen the FAQ that explains if you are paralysed you can't use actions including one to hove. Add paralysis to the list of solutions = fall like a stone because the spell hasn't ended you just can't control the flight.

Could be very nasty for those that rely on flight as a matter of course.

Winged ghouls people, winged frickin ghouls!

Is that really any better?

It sounds more like another "Gotcha!" thing GM might do because the player is flying too much.

Winged ghouls might be too much.

An oracle or bard with Hold Person and a focus on enchantment/charm however ..... you're not even anti-flying, it's just something players should expect to encounter eventually.

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