Overland movement (my players stay out)

Bront said:
The fly spell doesn't give you a base fly speed, but a flat speed, so I don't think you can go more than 60' per round with it
So, if someone casts fly, are you suggesting they wouldn't be able to perform a double-move in combat to go 120'?

Spider
 

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Spider said:
The problem arises because last session took about 8 hours of game time. They rescued the priest and escorted him back to his temple in the capitol city. Just as they were breathing a sigh of relief, the wizards launched their attack. We ended the session with the PC's standing in a tower in the center of the city, with several huge fireballs exploding in the streets below them.

The sorcerer is 45 miles away, and has 8 hours to get there to bring the party back together. If the PC can't make it, the Player won't be able to play in our next session. Obviously, since I stranded him via DM fiat, I'm happy to bring him back in the same way. But I'm just exploring his alternatives, so everything will go smoothly.

Spider
If he burns his top three levels of spells completely getting back, then he won't be much help in the fight vs. the wizards. Perhaps he starts walking and hits a "random" encounter where the target "just happened" to be carrying a scroll of Overland Flight? He gets a nine hour duration (at a minimum), he can cast it automatically (it's on the Sor/Wiz list and he has the caster level for it) if he can read it. Hustling, he can then make 8 mph; 8 hours at 8 mph = 64 miles, and he is only 45 away; plenty of time, done that way. If the "random" encounter happens four hours into his hike back, he gets four hours of normal walking (12 miles) and four hours of Overland Flight hustling (32 miles more) for 44 miles in the 8 hour time period. If he hustles for the first hour of walking (no problem at all, doing that), he gets 47 miles in during the 8 hour period. If it takes him some time to fight the "random" enemy, and decifer the "random" scroll, you can rule that he shows up at exactly the game start-time of the session and be completely reasonable about it.
 

Spider said:
So, if someone casts fly, are you suggesting they wouldn't be able to perform a double-move in combat to go 120'?

Oh it goes further than that! If they cannot hustle with the fly spell, then they are not allowed to move and take a standard action.
 

We have always played that you can take two move actions of 60ft each when under the effect of a Fly spell, granting 120ft movement if that's all one does in a round. Is this not allowed by the RAW?
 

SRD Fly Spell said:
Fly
Transmutation

Level: Sor/Wiz 3, Travel 3

Components: V, S, F/DF

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 min./level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only 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 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 fly spell is dispelled, but not if it is negated by an antimagic field.

Arcane Focus: A wing feather from any bird.
I've always interpreted "The subject can fly at a speed of 60 feet" to mean, "the subject is granted a Fly speed of 60." Any other interpretation I can fathom seems bizarre to me.

Spider
 

Ah! Got it! You CAN hustle while under the Fly spell - Fly specifies you can Charge! How is charge defined?
SRD said:
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.
(there's more to it, of course)
So you can double-move (twice your speed; you fly at a speed of 60 feet; ergo, 120-ft movement), and thus you can hustle.
 

anon said:
We have always played that you can take two move actions of 60ft each when under the effect of a Fly spell, granting 120ft movement if that's all one does in a round. Is this not allowed by the RAW?

Sorry, I was prooving by contradiction. Or at least (that wasn't an actual proof), pointing out the folly in saying you can't double move with fly and allowing a move and standard action, which I inferred the poster would allow.
 

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