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Fly 5E Guide

Fly gives a creature a 60-foot flying speed for up to 10 minutes with concentration. It’s exploration magic, boss-dodge insurance, and a way to turn melee monsters into frustrated spectators.

This Fly 5E guide covers targeting, upcasting, and the fall when concentration drops.

Spell Level
3rd
Spell Type
Transmutation
Casting Time
1 Action
Range
Touch
Component Requirements
Verbal, Somatic, Material (a wing feather)
Duration
Concentration, up to 10 minutes
Class
Sorcerer, Warlock, Wizard (Artificer too)
At Higher Levels
+1 target per slot level above 3rd

How does Fly work?

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.

Best uses

  • Bypass cliffs, pits, and fortress walls
  • Keep a blaster above melee reach
  • Upcast to lift multiple martials onto a flying boss

Concentration & falling

If you lose concentration at 60 feet up, someone takes fall damage. Feather Fall (if available), low altitude fights, or flying only when the caster is safe are part of responsible Fly play.

Fly vs Misty Step vs Dimension Door

SpellJob
FlySustained aerial mobility
Misty StepShort teleport escape
Dimension Door (higher)Long teleport relocation

Misty Step is the cheap escape. Fly is the “I live in the air now” plan.

Frequently Asked Questions

Can I cast spells while flying?

Yes — flying doesn’t stop spellcasting. Hover/position per your table’s fluff.

Does it help against difficult terrain?

You’re not walking — flight ignores ground difficult terrain while you’re aloft.

Should every wizard prepare it?

In vertical dungeons and dragon fights, yes. In flat dungeon crawls, other 3rd-levels like Counterspell or Fireball may win more days.