Klaus
First Post
That's the right answer, right there.It's not necessarily an oversight, but more a misunderstanding of how the Flight rules work. I admit I had to read the MM and DMG entries a few times, plus the rules for fighting in 3D, before I could grasp what was going on.
If you don't have Hover and don't move at least 2 while flying, you fall. Creatures with Fly fall "safely" their Fly rating, but since this doesn't grant Fly a PC will have a Fly of 0. Then they crash, taking fall damage (DMG p.48). Since there's no way for a non-Sorcerer PC to fly on their turn (it's a Move action for the Sorc) they will fall, and the DMG specifically says "at the end of your turn". The Sorcerer can still use his Move to stay aloft, but he will provoke AoOs (though I'm not sure how it would work with 3 dimensions) from moving since you cannot shift.
It's useful for tossing a Rogue up onto a high ledge to engage those pesky sharpshooters, and for keeping the Sorcerer out of harm's way - but just hope you don't get stunned.
Dominant Winds lets the caster or the target fly Dex-modifier squares during the caster's move action. Then the flying stops. No fly speed + not landed = falling damage.
In essence, Dominant Winds lets the caster, as a move action, give himself or one ally a successful jump of Dex-modifier squares. No big deal, the Rogue has been doing that since level 2. Sure, the caster could spend a standard, move and action point to give out 3 Dex-modifier flights.