Ashy said:
What do you guys think - is this balanced?
Radiant Wings
Evocation [Light, Good]
Level: Cleric 4
Components: V,S,DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 10 min./level
This spell causes a pair of wings formed of the purist heavenly radiance to
sprout from the creatures back.
These wings are insubstantial letting them pass through physical objects, but
still allowing the creature to fly at a speed of 60 feet (good) while carrying
no more than a light load. The creature can ascend at half speed and descend
at double speed, and can charge (but not run) while flying.
The radiance of these wings sheds a holy light in a 30 foot radius which dazzles
those of evil alignment who look upon the creature.
Should the spell duration expire while the subject is still aloft, the magic
fails slowly. The subject floats downward 60 feet per round for 1d6 rounds
surrounded by motes of the heavenly light. If it reaches the ground in that
amount of time, it lands safely, if not it falls the rest of the distance.
Since dispelling a spell effectively ends it, the subject also descends in this
way if the radiant wings spell is dispelled, but not if it is negated by an
antimagic field.
from the srd
Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls, Search checks, and Spot checks.
Compared to the fourth level cleric spell air walk it seems just better except for the light load restriction. I'm not sure if that means light armor max. If so then yes, it seems balanced to me.
Air Walk
Transmutation [Air]
Level: Air 4, Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.