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Old 03-02-2013, 12:57 PM   #1
Icelander
 
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Join Date: Mar 2006
Location: Iceland*
Default Magical Flight Hazards and Other Considerations

The PCs in my long-running fantasy campaign like to use boots enchanted to grant them Flight and Hawk Flight to travel around. I'd like to get some idea of the hazards that might be in store for an unprotected human flying around, as well as the 'fluff' surrounding this method of travel.

How high would it be best to fly, for an optimal mix of best navigation, least hazards and most comfort? How uncomfortable is it to fly for several hours while exposed to winds and weather?

The way their boots work is that they have a magical charge that recharges every 24 hours. If the boots are used for Flight, the user travels at 20 mph and the boots have an endurance of eight hours, for a total range of 160 miles. If speed is increased to the speed to the 80 mph of Hawk Flight, the endurance is just an hour and the range therefore 80 mph. Any combination of speeds is permissable, with faster speeds consuming the charge proportionally faster.

At least one PC spends several hours in the air every day, even when not travelling, because he likes flying. Others will use it more sparingly and some only in exceptional circumstances.

I'd like to get a feel of what it's like to travel as an unprotected flier. As noted above, what altitudes would it be best to fly at? How tiring, compared to walking, should it be to fly under magical power? You aren't using your muscles to move, but you're enduring at least some discomfort and you need to steer with your muscles. And, of course, what kind of dangers are there in the air? How common is turbulance? What kind of skill rolls should it call for? What about weather?
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