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
| Spell | Job |
|---|---|
| Fly | Sustained aerial mobility |
| Misty Step | Short 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.


