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Old 03-10-2013, 03:58 PM   #61
Icelander
 
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Default Re: Magical Flight Hazards and Other Considerations

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Originally Posted by Anthony View Post
I think I've identified the problem....
How so?

The overland range when using Flight is twice as long as that you get while using Hawk Flight. Meanwhile, an hour is plenty for combat situations.

Hawk Flight is superburner, Flight is cruising speed.
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Old 03-10-2013, 04:40 PM   #62
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Default Re: Magical Flight Hazards and Other Considerations

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The overland range when using Flight is twice as long as that you get while using Hawk Flight. Meanwhile, an hour is plenty for combat situations.
No it's not. Flight is Move 10, Hawkflight is Move 40 both have duration 1 minute. Flight range is a quarter of Hawkflights. As I said you got which is the long distant spell backwards.
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Old 03-10-2013, 06:36 PM   #63
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Default Re: Magical Flight Hazards and Other Considerations

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No it's not. Flight is Move 10, Hawkflight is Move 40 both have duration 1 minute. Flight range is a quarter of Hawkflights. As I said you got which is the long distant spell backwards.
Not for the item. His Flight boots give you one hour of Hawk Flight or eight hours of Flight. Spell duration doesn't matter for these enchanted boots.
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Old 03-10-2013, 06:47 PM   #64
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Default Re: Magical Flight Hazards and Other Considerations

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Originally Posted by Icelander View Post
How so?
Your problem isn't hawk flight, because those boots aren't hawk flight; those boots are just flight speed 40.
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Old 03-10-2013, 10:44 PM   #65
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Default Re: Magical Flight Hazards and Other Considerations

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I've always wondered how a person with flying boots /shoes/sandals whatever actually holds themselves upright.
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With practice, just like skates or stilts. you shift you weight so that the motive force passes thought your center of mass.
This makes sense to me - it certainly seems possible, just would take a bit of practice to get used to.

My point really is that it would be tiring and difficult for long periods, at high speeds, and/or in strong winds. Actually strong winds and fatigue together could make it extremely dangerous.
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Old 03-11-2013, 08:44 AM   #66
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Default Re: Magical Flight Hazards and Other Considerations

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No it's not. Flight is Move 10, Hawkflight is Move 40 both have duration 1 minute. Flight range is a quarter of Hawkflights. As I said you got which is the long distant spell backwards.
Please try to read the posts to which you respond. It would improve the value of your contributions.
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