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You can fly at a speed of 40 feet (or 30 feet if you wear medium or heavy armor, or if you carries a medium or heavy load). You can ascend at half speed and descend at double speed, and its maneuverability is good. Using a overland flight spell requires only 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, plus any armor you wears. You gain a bonus on Fly skill checks equal to 1/2 your caster level.
Should the spell duration expire while you are still aloft, the magic fails slowly. You float downward 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 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, you also descend safely in this way if the overland flight spell is dispelled, but not if it is negated by an antimagic field.
When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).