Keep in mind I did state, this screws over a sorceror/cleric party.
Clerics generally IME don't memorize Air Walk and for many a sorceror, FLY is not one of their known spells.
I consider FLY a sure thing only by level 13. Level 9 is certainly too low IME to expect actual flight. (AS ana side, I'm pretty sure those other things like Spider Climb and levitate are open to 4e wizards as well)
I think it depends on subtile things like whether there is a massive time pressure or not. After all, if you need to be able to transportation magic but have a day before it is critical, a cleric could prepare Air Walk to overcome the challenge.
There really is not an equivalent 4E option.
It's also another place where the games differ. In a 9th level party for 3.5E, I have to consider that teleport MIGHT be available and this will make some types of challenges much less attractive (especially given how much less lethal 3E teleport is than A&D).
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