More often, however, a sakina attacks using magic. They can make up to 7 creatures, each weighing no more than 700 lbs., as light as the air for up to 7 turns (unless the victims save vs. magic); this is similar in effect to a ride the wind spell. Affected creatures will rise into the air and be blown away in the direction and speed of the prevailing winds. They can prevent movement only by grasping onto something stationary (a tree branch or cliff face, for instance). The sakina can control the victims’ altitude at will (but not speed and direction, which depends on the wind conditions), raising or lowering their victims at a movement rate of up to 120' per round. Victims drop to the ground after 7 turns (1d6 points of damage per 10. fallen). Sakina can invoke this power three times a day. They often bestow this on befriended or endangered land-dwellers, or they use the spell offensively to blow away their enemies. Sakina have been known to cast this spell on other creatures simply for the sake of amusement.
They can also carry a single human-sized passenger tirelessly at full movement rate, covering up to 300 miles in a single day.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.