| Post/Author/DateTime | Post |
|---|---|
| Rerednaw08-30-07, 04:07 PM | If you are flying via the Fly spell and get stunned. Do you fall? On a similar note, what is required to stay afloat? "...as much concentration as walking..." does that mean you must spend a move action? Errata/FAQ somewhere? |
| JamesMaissen08-30-07, 05:02 PM | If you are flying via the Fly spell and get stunned. Do you fall? On a similar note, what is required to stay afloat? "...as much concentration as walking..." does that mean you must spend a move action? Errata/FAQ somewhere? No errata/FAQ entry as far as I know, as I don't think it's perceived as needing clarification. You don't fall if you are standing and you are stunned, so why should you fall in this case? I take 'as much concentration as walking' to basically mean that you are 'standing' on the air when you have a fly spell active. You have the limitations of your maneuverability but no others. Now if you are flying via wings that's a different story.. as you stall.. and suffer the consequences list in the DMG under aerial combat. -James |
| Zanzibax08-30-07, 08:05 PM | If you are flying via the Fly spell and get stunned. Do you fall? On a similar note, what is required to stay afloat? "...as much concentration as walking..." does that mean you must spend a move action? Errata/FAQ somewhere? Since, when stunned, you do not fall prone, then neither do you fall when flying. |
| Timlagor09-04-07, 01:08 PM | You do not fall nor need a move action for the Fly spell. |
| solbergb09-04-07, 03:55 PM | The default state of fly spell is "hover" actually (or any fly speed better than perfect). Some flight won't work while paralyzed even if perfect (eg, hummingbird) but fly spell uses "mental action" for motion. It's less clear if daze or stun would cause a hummingbird (or other wing-powered "good" or "perfect" flight) to crash to ground. Their wings may keep moving reflexively to hover, just as your legs hold you up when stunned or dazed. A GM might also rule differently on the two states (dazed retains dex bonus to AC and thus some motion, you just can't initiate actions....stunned takes away dex bonus and thus might impair "maintenance" stuff like hovering) If you die, you stop being a valid target for the spell and you drop like any other object. But otherwise, you'll hang there until rescued, or until the duration runs out. My instinct would be to just rule consistently. If they have a stall speed, daze or stun might prevent them from flying enough, and they fall. If they don't have a stall speed, they can hover unless the effect clearly prevents them from moving wings enough. A far more serious situation would be to get stunned or dazed at the same time as your flying phantom steed is killed out from under you. That spell has no safety net, and being unable to take actions prevents feather fall (barring a ring or similar) |
| awroe09-04-07, 06:43 PM | A far more serious situation would be to get stunned or dazed at the same time as your flying phantom steed is killed out from under you. That spell has no safety net, and being unable to take actions prevents feather fall (barring a ring or similar) Which might make dazed worse than paralysed - at least when paralysed you can make Immediate (mental) actions. |
| solbergb09-05-07, 01:30 PM | well...but Dazed lets you defend yourself passively with your full dex mod. Paralyzed makes you flatfooted and subtracts five from your AC and your reflex save. When talking about wings, dazed shouldn't make you fall unless you have a stall speed, because you can still "maneuver" to dodge attacks. Paralyzed however, should drop you like a stone. For fly spell, it's all about whether you think the default state of the spell is "hover" or not. My opinion is that it is "hover' given the other safety interlocks built into the spell (turns into feather fall if dismissed, expires or dispelled). for fly spell, paralyzed people can actually move. It is a purely mental action. Dazed or stunned can't though, because they can't take actions. |
| bitznarf09-06-07, 03:13 PM | If you die, you stop being a valid target for the spell and you drop like any other object. I thought that spells only check if they are on a valid target when cast, not continuously. |
| solbergb09-06-07, 04:43 PM | If you become an invalid target the spell is suppressed. If you later become a valid target, the spell is restored. Kind of like entering an antimagic field. So somebody who dies will have the "creature" buffs turn off, but if raised before they expire, all the buffs turn back on. I think there was a FAQ entry on this, describing the interaction of enlarge person and polymorph when the character used polymorph to become nonhuman. |
| copper_wyrmling09-06-07, 06:39 PM | If you become an invalid target the spell is suppressed. If you later become a valid target, the spell is restored. Kind of like entering an antimagic field. So somebody who dies will have the "creature" buffs turn off, but if raised before they expire, all the buffs turn back on. I think there was a FAQ entry on this, describing the interaction of enlarge person and polymorph when the character used polymorph to become nonhuman. Actually, Brad, I think the rule's the other way around, counterintuitive though it is (silly FAQ): "If, while under the effect of a spell that depends on type (such as hold person), my character is transformed into a different creature type by polymorph*, does the spell’s effect remain? Yes. A spell only checks to see if you are a legal target when it is cast. If you become an illegal target later (such as via the polymorph spell), the spell remains in effect." (p.74 of the FAQ) |
| TWG_Prometheus09-07-07, 11:29 AM | If you are flying via the Fly spell and get stunned. Do you fall? On a similar note, what is required to stay afloat? "...as much concentration as walking..." does that mean you must spend a move action? Errata/FAQ somewhere? The Fly spell gives Good maneuverability. With Good maneuverability, the Three-Dimensional Movement table states: Minimum forward speed: None Hover: Yes I don't see a problem. |
| solbergb09-07-07, 12:06 PM | Actually, Brad, I think the rule's the other way around, counterintuitive though it is (silly FAQ): Could be. The enlarge/polymorph ruling might be somewhere else and contradictory (it happens), or might be in 3.0 faq. Although actually what you posted is not contradictory with a ruling saying the spell is suppressed if you are no longer a legal target (it's still in effect, but has no effect...different uses of same words). Let me see if I can find the example and we can compare wording. Edit: Not in 3.0 or 3.5 FAQ. Not mentioned in 2003 FAQ, current ruling in 2006 FAQ. I can only conclude it was a useless Rules of the Game article or similar that ruled the other way. I'm now envisioning casting enlarge person and then using a polymorph subschool (medium) spell to get a size large monster *sigh*. At least multiple size increases still don't stack. |
| JamesMaissen09-14-07, 01:23 PM | Paralyzed makes you flatfooted and subtracts five from your AC and your reflex save. Just to nit pick, but paralyzed gives you an effective 0 DEX score. Granted this normally means the same thing but does not always. For example those with Uncanny Dodge or an 8 DEX would both be exceptions. Likewise your reflex save would be lowered to a -5 mod from DEX from where ever it is normally... flatfooted doesn't remove your DEX bonus to REF saves as far as I know. -James |
| solbergb09-14-07, 01:31 PM | reflex save would be lowered by total dex loss (if you have 14 dex, it drops by 7. 8 dex, drops by 4, etc) |
| JamesMaissen09-14-07, 11:49 PM | reflex save would be lowered by total dex loss (if you have 14 dex, it drops by 7. 8 dex, drops by 4, etc) Nod that's what I meant by saying that you would have a -5 mod from DEX on your REF save.. instead of the (in your example) +2 from a 14 DEX, etc. -James |