
See Falling Damage if something bad happens! Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. If it reaches the ground in that amount of time, it lands safely. The subject floats downward 60 feet per round for 1d6 rounds. Should the spell duration expire while the subject is still aloft, the magic fails slowly.

The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

#PLANESHIFT PFSRD PLUS#
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. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. It can ascend at half speed and descend at double speed, and its maneuverability is good. 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). Saving Throw Will negates (harmless) Spell Resistance yes (harmless) School transmutation Level alchemist 3, bloodrager 3, magus 3, medium 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3 Domain travel 3, void 3 Subdomain azata ( chaos, good) 3, feather 3 Bloodline djinni 3, draconic 3 Elemental School air 3 Mystery dragon 3
