Fly
(Alteration)
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Duration: The exact
duration of the spell is always unknown to the spell caster,
as the 1-6 turns variable
+addition+ is determined by the DM secretly.
Effect: This spell
enables the MU to bestow the power of magical
flight.
The creature affected is
able to MOVE vertically and/or horizontally
at a rate of 12" per MOVE
(half<(1/2)> that if
ascending, twice<(x2)> that if descending in a dive).
Aerial
Combat: Utilizing a fly spell takes as much concentration as
walking <can you cast spells while walking? cf.
contrarian>,
so most spells could be
CAST while flying,
either while hovering ||
moving slowly (3" or less).
There is no penalty for
archery while flying
(assuming the archers are
hovering --
if they are moving, see
AERIAL
COMBAT,
Aerial Missile Fire),
but there are minuses for
slinging or swinging weapons, and these are the same as the penalties for
archery while levitating,
i.e., -1 to hit, cumulative
per successive rounds until -3 is reached.
Persons using a fly
spell (or a magical device which confers that power upon the bearer, such
as a ring of flying)
will move at maneuverability class B.
Flying persons involved
in ground melees attract missile fire much as
levitators do.
Flying persons involved
in combat with other aerial creatures do so in
the same manner as any other creature of their maneuverability
class.
Fly: There are some
penalties applying to
weapon use by flying characters
similar
to those affecting levitating
characters
(see
comments above), but they are much
less severe and only affect
'slinging or
swinging weapons'.
Once again, players
will have to reach agreement
on what is
known about this by their
characters.
(Imagine #29)
Effect.UW:
This spell will enable the recipient to swim
easily at any depth desired,
even if encumbered or normally
too heavy to float.
Maximum speed is 9".
MC: A wing feather
of any bird.