Transmutation
Level: Druid 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You hold a feather aloft and intone the spell. Great translucent wings unfold from your back. You leap up and are airborne.
You sprout a pair of insubstantial feathery or bat-like (your choice) wings.
You can fly at a speed of 90 feet with good manoeuvrability (60 feet if you’re wearing medium or heavy armour). Using master air requires 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 (PH 161), plus any armour you wear.
Should the spell duration expire while you are still aloft, the magic fails slowly. You drop 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 falling damage normally. Since dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled.
Focus: A wing feather from any bird or the wing bone of any bat.
Note: This spell and its companion, fly, utilize an odd exception to the standard definition of maximum load. Normally, a character’s maximum load includes the weight of all carried items, including armour. However, this spell allows the character to fly carrying the maximum load plus the weight of any armour that is worn. This excess weight can be dealt with by using the Lifting and Dragging rules whereby a character can lift up to double the maximum weight, but then can only stagger around. Note also that the spell is not quite analogous to the fly spell, in that there is no reduction in fly speed for having a medium or heavy load. The reduction in speed is only caused by wearing medium or heavy armour.
Source: Spell Compendium (Page 139)