Hitchhiker's Guide to the Planes
Gracefully soaring through the skies is a fantasy that many novices dream of, and they feel that their hard work is well rewarded when this day-dream becomes a reality.
In my opinion, flight is perhaps one of the most versitile spells that a mage can learn. From crossing treacherous or non-existent terrain, to scaling heights that would otherwise prove impossible, to simply moving faster and away from the hustle and bustle of the streets below you, where there are no knaves attempting to steal your hard earned coin, this spell brings with it a sense of freedom that is unrivaled. -Professor Khendor Vanion, during a brief overview of possible spell choices for students to learn and master as a year-long project.
Flight is one of the oldest spells known to mages, and it is perhaps impossible to decide who did it first, since as long as people have walked the world they have seen creatures soaring through the air, and wished that they could do the same. This facination has led to many myths and legends involving people flitting through the air, and it is difficult to tell fact from fiction.
Invoking the Power
Material Components/Focii: A feather from the wing of any feathered bird will be adequate for casting this spell, though some species of magical fowl may have feathers that provide enhanced results.
Somatic Components: While casting this magic, the caster needs to move their open palm in a circular motion three times before touching the target of this spell. The circles don’t have to be perfect, but the most important thing to remember is that the mage needs to have this be a very fluid motion, no sudden halts or reverses.
Verbal Components: This spell’s triggering words are “Cestla Pursall” (Possibly ancient Auran for “Smooth Passage”), not to be confused with “Cestla Sulass”, the words for Feather Fall. Unlike Feather Fall, these words must be uttered exactly for the magic to be properly channeled, intent is not enough.
Effects: This spell allows the subject to fly for several minutes under the direction of their own mind. The subject can move along at a speed much faster than their average walk, and with the newfound freedom of not being restricted to the ground that gravity had previously chained them to. Mages need to be aware that once this spell expires the subject will begin to fall, and are urged to make sure that their target is aware of the consequences of trying to fly too high for too long.
This spell is often used in research as a means for a mage to lift themselves into the skies to study things in the world that would otherwise be unreachable. Many of our spells that imitate clouds, from weather control to banks of heavy fog, are made partially possible due to the investigations of mages who found themselves with new horizions to explore. Except for the most reckless of researchers, the mages in question make sure to equip themselves with several castings of safety-net spells, such as Feather Fall, so that they may survive their explorations.
In more mundane settings, mages of sufficient magical prowess who have tired of acedemia or adventuring may employ themselves as messengers for a local figure of promenince, earning themselves a rather comfortable living in exchange for a garuntee that they can get messages across town faster than one could expect to cross on foot.
Much like other spells that raise a mage out of their natural limitations, Fly will fail for mages who do not expect the spell to work, or stumble over their words or gestures when casating under duress. More specifically, the cause of failure is often due to fluctuations in the magical and physical energies present in the wind and air around the caster if they are not accounted for.
While case-by-case failures are often quite different in their final outcome, the most common signs of trouble are: the recipient of the spell feeling a slight headache or nausea while moving, moving at a speed comparable to a walk rather than the increased rate that is expected, subjects drifting to the left or right without meaning to, or by the spell simply failing mid-flight. These initial signs worsen considerably over the first couple minutes of the spell, and every couple minutes another of these symptoms (or others) will appear and begin to apply to the unfortunate target of the mis-cast.