Fly
(Alteration)
 


L^: mu3
-
R#: T
-
D^: 1t* + 1-6t
C^: v.s.m
-
CT: 3
-
S^: None
A^: Creature touched
-
MP: 89
-
UW : Yes

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.