MarkB
Legend
Only if you're a stalled flying creature.Derren said:According to the D&D rules you fall 150 ft. the first round and 300 ft every round after that.
Only if you're a stalled flying creature.Derren said:According to the D&D rules you fall 150 ft. the first round and 300 ft every round after that.
Derren said:According to the D&D rules you fall 150 ft. the first round and 300 ft every round after that.
frankthedm said:He should have hit bottom.The only spell that could have saved him would have been feather fall. The slowest non safe fall rate in the game [for failing to keep up minimum speed while flying] is 150' the first round [300' on the next rounds as you try to save yourself].
Did the caster at least have line of sight / line of effect to the area to be webbed?
The written rules are somewhat quiet on the subject until you get to the flying rules. A flying critter that failed to move its Minimum Forward Speed falls 150' right at the end of it's turn, no waititng, no hang time. That is clear enough to me the intent is falls happen right when they occur. I suggested dividing the plummet up amount the initiative cycle among the 20-1 ticks. 25' per initiative tick for falling, 7.5’ per initiative tick for wing flapping plummet. After the first round, double these numbers. This lets allies work in concert to have a small chance to save an ally and allows foes to set their spears to impale.Justin Bacon said:Hmm... Interesting question: If you fall, do you move the falling distance on your turn? Or immediately on the turn of whatever action triggered the fall? On what initiative count should you fall a further distance if the fall is long enough to take more than one round?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.