Master Air

Transmutation
Level: Druid 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You hold a feather aloft and intone the spell.
Great translucent wings unfold from your
back. You leap up and are airborne.
You sprout a pair of insubstantial feathery
or batlike (your choice) wings.

You can fly at a speed of 90 feet
with good maneuverability (60 feet
if you’re wearing medium or heavy
armor). Using master air requires as
much concentration as walking, so
you can attack or cast spells normally.
You can charge but not run, and you
cannot carry aloft more weight than
your maximum load (PH 161), plus any
armor you wear.

Should the spell duration expire
while you are still aloft, the magic fails
slowly. You drop 60 feet per round for
1d6 rounds. If you reach the ground in
that amount of time, you land safely.
If not, you fall the rest of the distance,
taking falling damage normally. Since
dispelling a spell effectively ends it, you
also fall in this way if the master air spell
is dispelled.

Focus: A wing feather from any bird
or the wing bone of any bat.