Fly
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At a Glance
Level
3rd
School
Transmutation
Casting Time
1 action
Range
Touch
Duration
Concentration, up to 10 minutes
Concentration
Yes
How Fly Works
| Casting Time | 1 action |
|---|---|
| Range | Touch |
| Components | V, S, M (a wing feather from any bird) |
| Duration | Concentration, up to 10 minutesCONCENTRATION |
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Common Mistakes
Common Mistake
Forgetting the target falls when concentration breaks - this can be deadly
Common Mistake
Not tracking the 10-minute duration carefully
Common Mistake
Forgetting the 60-foot flying speed is quite fast
Common Mistake
Not considering fall damage if the spell ends while aloft
DM Tips
DM Tip
Flight opens up three-dimensional combat and exploration
DM Tip
Breaking the caster's concentration can be devastating if allies are high up
DM Tip
Consider how flying changes encounter dynamics - ranged attacks become more important
DM Tip
At higher levels, you can fly the whole party for amazing tactical options
Frequently Asked Questions
Sources & Further Reading
- Fly — D&D 5e Wikidot — Full SRD text
- Fly — Roll20 Compendium — Structured reference
- Fly — D&D Beyond — Official digital reference