TEXT: AEROMANCY TR.A.VEE. SPELLS 
  GLIDE 
  1st Level Transmutation spell (Artificer, Druid, Ranger, 
  Sorcerer, Wizard) 
  Casting Time: 1 reaction, which you take when you fall 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute. 
  You weave magic in a swirl as you falL creating an invisible 
  sheet of force much like a glider or parachute in one or two of 
  your hands that allows you to slow your descent and convert 
  it to horizontal movement. 
  Until the spell ends, you fall no faster than 100 feet per 
  round and you do not take falling damage. While you are 
  holding the glider with two hands, you can move up to 2 feet 
  horizontally for every 1 foot you descend while falling. 
  Your flying movement using this spell is highly affected by 
  air currents, and you can be blown off-course if the wind 
  around you is significantly unfavorable. If you are no longer 
  holding the glider at any time, the spell ends. When the spell 
  ends, you fall if you are still aloft, unless you can stop the fall 
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd leveL the duration increases to up to 10 minutes. A 
  slot of 3rd level or higher increases the duration to up to 1 
  hour. 
  OPTIONAL REVISIONS TO 3RD LEVEL SPELLS 
  These spells have new optional rules in this compendium (The 
  Elements and Beyond): 
  Fly. Now also on the Ranger spell list. 
  SWOOP 
  1st Level Transmutation spell (Artificer, Druid, Ranger, 
  Sorcerer, Wizard) 
  Casting Time: 1 reaction, which you take immediately after 
  your turn begins 
  Range: Self 
  Components: V, S, M (a leaf) 
  Duration: 1 turn 
  With a twirl and a flourish of magical energy, you take to 
  the air in a burst of momentary flight. Until the end of this 
  turn, you have a 60 foot flying speed 
  You fall if you are still aloft when this spell ends, unless you 
  can stop the fall 
  SOAR 
  5th Level Transmutation spell (Artificer, Ranger, Sorcerer, 
  Warlock, Wizard) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (an arrow or dart) 
  Duration: Concentration, up to 10 minutes 
  You touch a willing creature. The target gains a flying 
  speed of 120 feet for the duration. Until the spell ends, the 
  target's flying movement doesn't provoke opportunity attacks, 
  and while flying it has advantage on Dexterity saving throws, 
  saving throws made to resist being pushed or pulled, and 
  ability checks made to resist the effects of air currents. 
  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 6th level or higher, you can target one additional 
  creature in range for each slot level above 5th. 
  ( vl.O) FROM BENEVOLENT EVIL 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed -- Aeromancy Travel Spells (v1p0).pdf