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<blockquote data-quote="Guest 6801328" data-source="post: 7316456"><p>So this is entertaining.</p><p></p><p>I decided to play around with the physics of this a little more. Presumably the HALO jumps work from any height. I decided to play around with 230 feet, stopping 5' short of the ground. Why 230 feet? Because at the speed you would be going after 225 feet you would pass through that 5' cube in about a 24th of a second, which is one of the standards for movie frames. That means that you would have to time your spell to the precision of nailing one frame in a movie.</p><p></p><p>Let's say that's possible.</p><p></p><p>That also means that for Counterspell to be able to negate the Feather Fall, the second Wizard (or whoever) would also have the duration of a movie frame to realize Feather Fall was being cast (the "process of casting"), make a decision, and cast his own spell. One 24th of a second.</p><p></p><p>Just to give some perspective, the sound of the casting won't even reach the maximum range of Counterspell in 1/24 second. About 46 of the 60 feet. (Not that you necessarily need to hear a spell being cast to Counterspell it. I'm just sayin.)</p><p></p><p>Ok, so earlier we agreed that the spell doesn't have to <em>instantly</em> reduce your speed to 60 feet. But it does have to do it within 5'. Because, you know, you're only 5' away from the ground after your HALO jump. </p><p></p><p>I looked at those numbers and discovered that after free-falling 225 feet, to reduce speed to 60 feet/round within 5' you would pull about 82 Gs. That's if you use the entire 5' to slow down, reaching the 60 feet/round speed just as your feet touch. Blackout usually occurs at just 1/10th of that.</p><p></p><p>Speaking of feet touching, Feather Fall states that you always land on your feet. That means that if, for whatever reason, you were upside down when you cast the spell, you would have to spin around very, very quickly. How quickly? Well, your average speed over those last 5' is about 65 feet/second, which means you have 1/13 second to spin around. For a 6' person, pivoting around the midway point (it should be center of gravity but I'm keeping this simple) your head and feet would pull...drumroll...135 Gs.</p><p></p><p>/headexplode (both figuratively and literally, in this case)</p><p></p><p>Now, I'm not saying ANY of this invalidates the HALO jump method. If you want to interpret the rules to allow halo jumps then I think you should ignore the physics and just say "because magic". </p><p></p><p>But since [MENTION=6919838]5ekyu[/MENTION] loves latching onto potential paradoxes in other people's rulings and getting all hyperbolic about it, I thought it would be worth analyzing his method.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7316456"] So this is entertaining. I decided to play around with the physics of this a little more. Presumably the HALO jumps work from any height. I decided to play around with 230 feet, stopping 5' short of the ground. Why 230 feet? Because at the speed you would be going after 225 feet you would pass through that 5' cube in about a 24th of a second, which is one of the standards for movie frames. That means that you would have to time your spell to the precision of nailing one frame in a movie. Let's say that's possible. That also means that for Counterspell to be able to negate the Feather Fall, the second Wizard (or whoever) would also have the duration of a movie frame to realize Feather Fall was being cast (the "process of casting"), make a decision, and cast his own spell. One 24th of a second. Just to give some perspective, the sound of the casting won't even reach the maximum range of Counterspell in 1/24 second. About 46 of the 60 feet. (Not that you necessarily need to hear a spell being cast to Counterspell it. I'm just sayin.) Ok, so earlier we agreed that the spell doesn't have to [I]instantly[/I] reduce your speed to 60 feet. But it does have to do it within 5'. Because, you know, you're only 5' away from the ground after your HALO jump. I looked at those numbers and discovered that after free-falling 225 feet, to reduce speed to 60 feet/round within 5' you would pull about 82 Gs. That's if you use the entire 5' to slow down, reaching the 60 feet/round speed just as your feet touch. Blackout usually occurs at just 1/10th of that. Speaking of feet touching, Feather Fall states that you always land on your feet. That means that if, for whatever reason, you were upside down when you cast the spell, you would have to spin around very, very quickly. How quickly? Well, your average speed over those last 5' is about 65 feet/second, which means you have 1/13 second to spin around. For a 6' person, pivoting around the midway point (it should be center of gravity but I'm keeping this simple) your head and feet would pull...drumroll...135 Gs. /headexplode (both figuratively and literally, in this case) Now, I'm not saying ANY of this invalidates the HALO jump method. If you want to interpret the rules to allow halo jumps then I think you should ignore the physics and just say "because magic". But since [MENTION=6919838]5ekyu[/MENTION] loves latching onto potential paradoxes in other people's rulings and getting all hyperbolic about it, I thought it would be worth analyzing his method. [/QUOTE]
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