Falling for you

Anditch

First Post
In a six second round how many feet would you drop if you were flying and a greater dispel magic was cast in an area effect ?
 

log in or register to remove this ad

Tatsukun

Danjin Masutaa
SRD said:
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

-Tatsu
 


Falling otherwize..

As Tatsu said.. {that kinda sounds like a 'And Confucius says....' :) }

But, to continue further: "but not if it is negated by an antimagic field.".. IIRC, there was a recent discussion about falling in which some physics major came up with the rate of fall being 250 feet in the first round, and 500 feet in the second.. which was terminal velocity.

I might be off on the numbers, but in most cases it matters not. After all, 25 D6 worth of damage is usually enough to majorly inconvienance all of my PC's!
 
Last edited:

dcollins

Explorer
I have a quote from a skydiving book, that in the first six seconds a person falls about 500 feet, and in subsequent six second-periods they fall about 1,000 feet. I use that in my game.

The official 3.0 D&D adventure "The Storm Lord's Keep" specified a falling rule that in the first six seconds you fall 670 feet, and in subsequent six-second periods you fall 1,150 feet. (Dungeon #93, p. 79).
 

Quasqueton

First Post
Well, if the rules say max damage is 20d6, reached at 200' of falling, wouldn't it mean that 200' per round is the terminal velocity of D&D?

Quasqueton
 

NTZ

First Post
There is a detailed answer about how far you fall in one round in Dragon #327 Sage Advice. 500 ft per round is used as an example to make it an easy in-game judgement.

NTZ
 

Scion

First Post
The raw doesnt really get into it. Effectively it implies that you fall as far as the ground in one round, no matter how far it is, unless you have some method of slowing yourself (a creature that can normally fly).

Still, the 500' first round and 1000' the second round is close enough to accurate for the real world that it could be used.

Of course, the d&d world has little to do with the real world most of the time, so take it as you will ;)
 

Tatsukun

Danjin Masutaa
Quasqueton said:
Well, if the rules say max damage is 20d6, reached at 200' of falling, wouldn't it mean that 200' per round is the terminal velocity of D&D?

Quasqueton

That's a good point. I am going with that. Start with what the RAW says, then 200' / round.

-Tatsu
 

frankthedm

First Post
I strongly recomend removing any safty cushions from fly-type spells from any games you run.

a flying creature that has a minimum movement and fails to maintain it plumits 150 feet th first round, 300 the following rounds

MOVING IN THREE DIMENSIONS
Tactical Aerial Movement

Once movement becomes three-dimensional and involves turning in midair and maintaining a minimum velocity to stay aloft, it gets more complicated. Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuverability, as shown on Table: Maneuverability. The entries on the table are defined below.

Minimum Forward Speed: If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.

Hover: The ability to stay in one place while airborne.

Move Backward: The ability to move backward without turning around.

Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward.

Turn: How much the creature can turn after covering the stated distance.

Turn in Place: A creature with good or average maneuverability can use some of its speed to turn in place.

Maximum Turn: How much the creature can turn in any one space.

Up Angle: The angle at which the creature can climb.

Up Speed: How fast the creature can climb.

Down Angle: The angle at which the creature can descend.

Down Speed: A flying creature can fly down at twice its normal flying speed.

Between Down and Up: An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance of level flight.

Table: MANEUVERABILITY

Maneuverability

Perfect Good Average Poor Clumsy
Minimum forward speed None None Half Half Half
Hover Yes Yes No No No
Move backward Yes Yes No No No
Reverse Free –5 ft. No No No
Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft.
Turn in place Any +90º/–5 ft. +45º/–5 ft. No No
Maximum turn Any Any 90º 45º 45º
Up angle Any Any 60º 45º 45º
Up speed Full Half Half Half Half
Down angle Any Any Any 45º 45º
Down speed Double Double Double Double Double
Between down and up 0 0 5 ft. 10 ft. 20 ft.
 
Last edited:

Remove ads

Top