isoChron said:Well if a monk makes a run and moves 200 ft. he does it completly on his turn. It takes him 6 seconds to do that, but a fighter could't charge him or cross his path at half his movement. There is no interception possible. Why should it be different for the falling character ?
The magic fails at the dispellers turn, not thereafter.
You fall from a simple trip attack immediatly (and receive the extra attack from improved trip).
Now if you fall from greater height it happens to wait until you can react ? No surprise that your mighty magic fails ?
Why doesn't the tripped character get a chance that anyone bullrushes the evil tripping opponent out of reach for his improved trip attack.
What about the bullrushed character ?
I always thought the movement that happens on your turn is willing movement. If it is a surprising / unwilling movement it happens immediatly.
I'm with the falling immediatly faction
Fly is a good spell .... as long as you wear a ring of featherfall, prepared a featherfall spell or don't fly higher than you can fall and stay alive.
EDIT: if some ally is near the path of the falling character (5 ft) I would grant him an AoO to catch him from falling. That's what AoO's are for. To react to something when it's not your turn.
Must say I agree with this...

I think in all the years I´ve played rpg the longest fall ever has been around 50 ft... falling that distance would take about 1.8 sec...

As DM I would rule from situation to situation... maybe that daring airborn rescue could be doable in some situations
