Quick Answer
Fly is a 3rd-level transmutation spell for Sorcerers, Warlocks, and Wizards. You touch a willing creature, and it gains a flying speed of 60 feet for up to 10 minutes (concentration). When the spell ends, the target falls if it is still in the air, unless it can stop the fall. Each slot level above 3rd adds one more target.
Overview
Out of combat, Fly crosses chasms, reaches cliff tops, and gets the party over walls. In combat it lets a melee character catch a flying monster, or keeps anyone out of reach of enemies that fight only on the ground.
A 60-foot flying speed is double most walking speeds and faster than a manticore (fly 50), but a wyvern flies at 80.
The danger is the fall. If the caster fails a concentration save, every creature the spell holds up drops and takes 1d6 bludgeoning damage per 10 feet fallen.
Stat Block
| Property | Value |
|---|
| Level | 3 |
| School | Transmutation |
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S, M |
| Material | A wing feather from any bird. |
| Duration | Up to 10 minutes |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None |
| Classes | Sorcerer, Warlock, Wizard |
When NOT to Use This
- •The enemies have strong ranged attacks. Flying in the open makes you a target, and every hit on the caster risks the whole spell.
- •The caster is already in melee and likely to take damage. A failed concentration save drops everyone the spell is holding up.
- •The ceiling is low. In a 10-foot corridor, flying adds little that walking doesn't.
- •The target is unwilling. Fly only works on a willing creature, so you can't use it to lift an enemy and drop it.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Good. It solves terrain problems that would otherwise take ropes, climbing checks, or a long detour. |
| Action Economy | One action for up to 10 minutes of flight. Upcasting adds targets without extra actions. |
| Opportunity Cost | Competes with Fireball, Haste, and Counterspell for 3rd-level slots, and takes your concentration. |
When worth the slot: Crossing obstacles, chasing flying enemies, or staying out of reach of melee-only monsters. When not: Open battlefields full of archers, or fights where you need concentration for control.
Upcasting
Each slot level above 3rd adds one target. All targets must be within your reach, since the range is touch. One concentration check holds all of them.
| Slot | Creatures |
|---|
| 3rd | 1 |
| 4th | 2 |
| 5th | 3 |
| 6th | 4 |
| 7th | 5 |
| 8th | 6 |
| 9th | 7 |
A 5th-level Fly lifts three party members for 10 minutes. That is often the cheapest way to move a whole group up a cliff or across a gorge.
Pro Tips
Tip #1: Fly low in combat.
Why it works: If concentration breaks, a creature falls the full distance and takes 1d6 per 10 feet. Staying 10 to 15 feet up keeps you out of most melee reach and limits a fall to 1d6. At 60 feet a fall averages 21 damage.
This avoids the mistake of: Hovering 100 feet up, losing concentration, and taking 10d6 on landing.
Tip #2: Put it on the fighter against flying enemies.
Why it works: Melee characters have no answer to a creature that stays in the air. A fighter with a 60-foot flying speed can catch a manticore or a harpy and attack it in melee.
This avoids the mistake of: Watching the fighter throw javelins while a flying monster picks off the party.
Tip #3: Stay out of reach of melee-only monsters.
Why it works: A troll has no ranged attack. Its reach is 5 feet in 2014 and 10 feet in 2024, so a flying character 15 feet above it can attack with ranged weapons or spells while the troll can't attack back.
This avoids the mistake of: Trading blows with a monster that regenerates 10 hit points a turn.
Tip #4: Land before the 10 minutes runs out.
Why it works: When the spell ends, a creature still in the air falls. Track the duration. Ten minutes is 100 rounds, but out of combat it passes fast while scouting.
This avoids the mistake of: Forgetting the timer during a long scouting flight over a canyon.
Common Mistakes to Avoid
Forgetting the fall damage when concentration breaks
Why it's bad: Every creature the spell holds up drops at once. Falling deals 1d6 bludgeoning damage per 10 feet, up to 20d6, and the creature lands prone.
Do this instead: Fly low during fights, or land before you take damage.
Thinking a flying target falls when knocked prone
Why it's bad: In 2014, a flying creature that is knocked prone or has its speed reduced to 0 falls unless it can hover or is held aloft by magic. The 2014 rules name the Fly spell as an example of being held aloft by magic. In 2024, the spell says the target can hover, which keeps it aloft in those cases.
Do this instead: Keep flying. Only the end of the spell drops you.
Trying to cast it on an enemy
Why it's bad: The spell says "a willing creature." An enemy can't be lifted against its will.
Do this instead: Use control spells on enemies and Fly on your allies.
Putting the caster in harm's way
Why it's bad: Fly is held by the caster's concentration, not the target's.
Do this instead: Keep the caster behind cover or out of range. See the concentration rules.
Usage Tips
- •Worked example (manticore spikes, either edition): A 5th-level wizard with AC 12 and Constitution +2 flies 60 feet up. A manticore fires three tail spikes (+5 to hit, 7 damage each). Each spike hits 70% of the time. Each hit forces a DC 10 Constitution save, which the wizard passes on an 8 or higher, 65%. The chance of losing concentration from one spike is about 25% (0.7 × 0.35). The chance of keeping it through all three is about 43%. If it breaks, the wizard falls 60 feet for 6d6, an average of 21.
- •Worked example (catching a flyer): A harpy flies at 40 feet and lures characters with its song. A fighter under Fly moves 60 feet a turn and can reach it in melee.
- •Roll fall damage with the dice roller, and track the 10-minute timer with the condition tracker.
- •Related guides: Misty Step for short vertical escapes, Haste for speed on the ground, and the prone condition. Browse the full spell guide index.
Rules Notes
- •When the spell ends, the target falls if it is still aloft, unless it can stop the fall, for example with its own flying speed.
- •Falling: 1d6 bludgeoning damage for every 10 feet, up to 20d6. The creature lands prone unless it avoids all the damage.
- •2014 flying rules: a flying creature that is knocked prone, has its speed reduced to 0, or is otherwise unable to move falls unless it can hover or is held aloft by magic, such as by the Fly spell.
Synergies
- •Melee characters: Fly gives them access to flying enemies and high ground.
- •Ranged characters: A flying archer above a melee-only monster attacks without fear of retaliation.
- •Misty Step: A creature flying with Fly can still teleport. Misty Step out of a grapple and keep flying.
- •Spike Growth: Flying allies can stay above the ground while enemies walk through it. Whether flying creatures above the area are affected is a DM ruling. The spell says it changes "the ground."
Anti-Patterns
- •Flying the party's whole front line 80 feet up with the caster in bow range.
- •Casting Fly to cross a short gap a rope or a jump could handle.
Tactical Modules
- •Air superiority: Upcast to lift the fighter and the paladin against a flying monster.
- •Untouchable artillery: The wizard flies 15 feet above a troll, out of its reach, and casts from there.
- •Vertical assault: Lift the party onto a tower roof and skip the guarded stairs.
- •Escape: Fly over a chasm or river that ground pursuers can't cross.
Countermeasures
These apply when the party faces a flying caster. The 2014 mage has Fly prepared, the 2024 mage can cast it once per day, and the 2014 cloud giant can cast it three times per day.
- •Threat: An enemy caster flies out of melee reach. Response: Ranged attacks and spells force concentration saves. Fallback: Counterspell the casting, or Dispel Magic once it is up.
- •Threat: The flier stays high above you. Response: Damage it. If its concentration breaks, it falls and takes the damage. Fallback: Take cover and make it come down to attack.
- •Threat: A flying enemy controls the high ground. Response: Get your own fliers up with Fly or mounts. Fallback: Retreat indoors where ceilings limit flight.
Fly in the 2024 Rules
SRD 5.2.1 keeps Fly as a level 3 transmutation spell for Sorcerers, Warlocks, and Wizards. It still targets a willing creature by touch, lasts up to 10 minutes with concentration, grants a 60-foot Fly Speed, and adds one target per slot level above 3rd. The target still falls when the spell ends if it is aloft and can't stop the fall.
Two things changed in the text. First, the target can now hover. Under the 2024 flying rules, a flying creature falls if it has the Incapacitated or Prone condition or its Fly Speed drops to 0, unless it can hover. With Fly, it can. The 2014 rules got the same result a different way, by naming the Fly spell as magic that holds a creature aloft. Second, the material component is now just "a feather."
The falling rules added one detail. A creature that falls into water or another liquid can use its reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first, halving the fall damage on a success.
Access widened. Draconic Sorcerers always have Fly prepared from sorcerer level 5.
Frequently Asked Questions
How fast is Fly in 5e?
The target gains a flying speed of 60 feet. That is double a typical 30-foot walking speed. The target keeps its walking speed too and can switch between speeds during its turn.
How long does Fly last?
Up to 10 minutes, with concentration. The spell ends early if the caster loses concentration. When it ends, a target still in the air falls unless it can stop the fall.
What happens if you lose concentration on Fly while flying?
Every creature the spell affects falls if it is still aloft. Each takes 1d6 bludgeoning damage per 10 feet fallen, up to 20d6, and lands prone unless it avoids the damage.
Can you hover with the Fly spell?
In 2024, yes. The spell says the target can hover. In 2014 the spell doesn't use the word, but the flying rules say a creature held aloft by magic, such as by the Fly spell, doesn't fall when knocked prone or reduced to 0 speed.
Does a creature under Fly fall if it's knocked prone?
No, in either edition. The 2014 rules name the Fly spell as magic that keeps a flying creature aloft. The 2024 spell grants hover, and hovering creatures stay aloft when prone.
Can you cast Fly on more than one creature?
Yes, by upcasting. A 4th-level slot affects two creatures, and a 9th-level slot affects seven. All targets need to be within your reach.
Can you cast Fly on an enemy?
No. Fly targets a willing creature. An unwilling enemy can't be given a flying speed and dropped when the spell ends.
Who can cast Fly in 5e?
Sorcerers, Warlocks, and Wizards, from 5th level. In the 2024 rules, Draconic Sorcerers always have it prepared from sorcerer level 5.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.