Fly
TransmutationYou touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Spell Details
Player Guide
Cast Fly on yourself or an ally before combat to gain uncontested high ground, making you harder to reach while enabling attacks from unexpected angles. Use the 60 ft/round speed to reposition after attacking, stay out of melee range, or bypass difficult terrain and obstacles. Be aware of the spell's 10-minute concentration duration—preserve it by avoiding damage or using it strategically at combat's start rather than mid-fight. Always plan your landing spots and have an exit strategy, since falling from altitude without feather-fall or similar protection causes significant damage.
Spell Combos
DM Tips
Consider encounter design: flying PCs trivialize grounded enemies without ranged options, so include aerial enemies, ceilings, or ranged threats. Remind players the spell requires concentration and that falling at spell-end is a real consequence—don't artificially prevent it, but warn them in advance.