Magus Coeruleus
Explorer
Hi there.
If you are using Fly spells for overland movement, can you hustle just as if you were on foot, getting one double-speed hour "for free" and then taking 1, 2, 4, 8, etc. hp subdual damage for each additional hour during which you Fly double speed? I can't see any reason why not but I was hoping to get some comments.
From the SRD:
If you are using Fly spells for overland movement, can you hustle just as if you were on foot, getting one double-speed hour "for free" and then taking 1, 2, 4, 8, etc. hp subdual damage for each additional hour during which you Fly double speed? I can't see any reason why not but I was hoping to get some comments.
From the SRD:
Hustle: Your character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles causes your character 1 point of subdual damage, and each additional hour causes twice the damage taken during the previous hour.
Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The spell’s subject can fly with a speed of 90 feet (60 feet if the creature wears medium or heavy armor). The subject can fly up at half speed and descend at double speed. The flying subject’s maneuverability rating is good. Using the fly spell requires as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject drops 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. Since dispelling a spell effectively ends it, the subject also falls in this way if the fly spell is dispelled.