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The subjects can fly at a speed of 60 feet (or 40 feet if they wear medium or heavy armor, or if they carry a medium or heavy load). They can ascend at half speed and descend at double speed, and their maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subjects of a fly spell can charge but not run, and they cannot carry aloft more weight than its maximum load, plus any armor they wear. The subjects gain a bonus on Fly skill checks equal to 1/2 your caster level.
Should the spell duration expire while the subjects are still aloft, the magic fails slowly. The subjects float downward 60 feet per round for 1d6 rounds. If they reach the ground in that amount of time, they lands safely. If not, they fall the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subjects also descend safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.