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, unless it can stop the fall.
At higher levels
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
How Fly plays
You touch a willing creature and it gains a flying speed of 60 feet for up to 10 minutes while you concentrate. That’s double most characters’ walking speed, in any direction: over chasms, up castle walls, onto the roof, and out of reach of anything that can’t fly or shoot.
The catch is the landing. When the spell ends, anyone still in the air falls, and it ends the moment your concentration breaks. A failed Constitution save with the party 100 feet up is how Fly kills characters: falling deals 1d6 bludgeoning per 10 feet, up to 20d6.
When to pick Fly
Sorcerers, warlocks and wizards get it at 5th level, and it solves a lot of problems: flying enemies, cliffs, walls, pits and rivers.
Cast it on a melee ally to fight a flying monster, or on yourself to stay out of reach of melee brutes. Ranged enemies can still shoot you.
Upcast it for the party. Each slot level above 3rd adds another creature, so a 5th-level slot lifts three.
Fly low, or have a backup. Keep Feather Fall ready, or stay close enough to the ground that a fall won’t kill anyone.
Common questions
What happens if I lose concentration on Fly?
The spell ends and everyone it was holding up falls, taking 1d6 bludgeoning damage per 10 feet (maximum 20d6) and landing prone. Feather Fall, cast as a reaction, saves up to five falling creatures.
Does a creature under Fly fall if it’s knocked prone?
No. The 2014 flying rules say a flying creature that’s knocked prone or has its speed reduced to 0 falls, unless it can hover or is held aloft by magic, such as the Fly spell. So a shove or a grapple won’t bring it down; only the spell ending will. The 2024 version spells it out by letting the target hover.
Can I cast Fly on an unwilling creature?
No, only on a willing one. To lift an enemy out of the fight, use Levitate, which allows a Constitution save.
How far can you travel with Fly?
At 60 feet a round, 10 minutes covers about 6,000 feet, a little over a mile, or twice that if you Dash every turn. Longer trips need Wind Walk or several castings.
How many creatures can Fly target?
One at 3rd level, plus one for each slot level above 3rd. All of them depend on your one concentration.
2nd level: straight up to 20 feet, no flying sideways except by pulling along walls. Works on enemies (Constitution save), and the target floats down gently when it ends.
Uncommon: fly at your walking speed for up to 4 hours, regaining 2 hours for every 12 unused, and descend safely at 30 feet a round when the time runs out.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
Touch
Components
V, S, M (a feather)
Duration
Concentration, up to 10 minutes
School
Transmutation
Level
3
Classes
Sorcerer, Warlock, Wizard
Tags
concentration
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.