Greater Command of "Fall" on a Flying Creature?

NewJeffCT

First Post
Would this command effectively force a flying creature to the ground? The descriptor in the SRD does not provide that info. This is assuming a failed saving throw, of course. I'm not looking to crash a flying creature, but having them descend to the ground immediately.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

And, would there be a difference between somebody using a "Fly" spell, and having natural flight?

I could also use "Halt" and have them stop in mid-air, since the Fly spell does allow you to hover.

Thanks
 

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My guess is that you have to use two commands. "Descnend" to bring him to ground level and then "fall". My guess is that if you use fall to a creature in mid-air, he will just turn horizontal to the ground but still in mid-air
 


My guess is that you have to use two commands. "Descnend" to bring him to ground level and then "fall". My guess is that if you use fall to a creature in mid-air, he will just turn horizontal to the ground but still in mid-air

There 3E/3.5 version of Command only allows you a few options of commands:
approach,
halt,
drop (what you are holding),
flee and
fall.
 


I agree with green slime. I'd allow it to force the creature to the ground.

Halt could be pretty effective, just having them linger in mid air... but, I'm still not sure if it would force them to the ground, or just have them go prone in mid-air?
 

With only those limited five options, I would assume that you are on the ground or move to the ground yourself and I would have them land only if you gave the command approach, otherwise they would apporach and then flyby. The fall command would cause it to descend without any new verticle movement and you would have to approach the creature wherever it happened to be when it landed. But once it completed the command, you would no longer have any hold over it and it would just fly away on the next round. Or at least that is how I see it.

How I long for the older version where you had to come up with your own one word commands and the DM had to adjudicate what came of it after. That led to some very hilarious commands and resluts, some of which I would get banned for repeating here....
 

And, would there be a difference between somebody using a "Fly" spell, and having natural flight?

I could also use "Halt" and have them stop in mid-air, since the Fly spell does allow you to hover.

Thanks

Fall: They can just choose to fly Straight down (if they can reach it in time).

Fall: Good-Perfect they can just choose to fly Straight down (if they can reach it in time).

Halt: Bad-average maneuverability fliers will fall to the ground. This is because they must maintain forward speed (which they can't)

Halt: Good-Perfect just stays put due to hovering.
 

With only those limited five options, I would assume that you are on the ground or move to the ground yourself and I would have them land only if you gave the command approach, otherwise they would apporach and then flyby. The fall command would cause it to descend without any new verticle movement and you would have to approach the creature wherever it happened to be when it landed. But once it completed the command, you would no longer have any hold over it and it would just fly away on the next round. Or at least that is how I see it.

How I long for the older version where you had to come up with your own one word commands and the DM had to adjudicate what came of it after. That led to some very hilarious commands and resluts, some of which I would get banned for repeating here....

Back in an old 2E campaign, I used a certain word beginning with "M" and meaning self-gratification as a "Command" once...

And, the fliers in this case are currently 20 feet in the air, meaning they could descend to the ground in one round, even if the caster lost initiative, because you can descend twice your flight speed, but only ascend at half of it. Meaning, if you are subjected to a Fly spell, you can climb 30, but descend 120...
 

I don't think the command fall will accomplish what you want.



Webster's II New Riverside University Dicitonary (check other definitons to see how it could be interpreted)

"fall (v):
1) To come down without restraint, due to weight of gravity
2) to drop oneself to a lower or less erect position
3) to lose an upright or erect position
4) to descend from or as if from the sky 'The night falls quickly in the desert'
5) to come to rest, settle

etc"

Unless I am mistaken the affectted is free to follow the command as he sees fit.

So

1) is not an option since it outside his control and not a conscious action (he can't control gravity)

2) could be an option depending on the situation, basically if on say a flying carpet the affected would simply lie down.

3) Could also be an option by not being erect when flying the affected has already fallen

4) is likewise not an option since it is outside the affected's control

5) seems to be the option you want to get to

But like I said it depends - and unless I am mistaken the affected gets to choose which way to interpret the command and most often would choose the way most beneficial to himself.

Now going by what the PHB gives for choices and what happens the command fall seems to imply to fall to pron from the standing position. I agree qith the choice of Halt being the best choice to get the affected to stop flying.
 

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