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View Full Version : D&D 3.x Other Slow Fall spell



Eladrinblade
2021-09-05, 04:47 PM
Transmutation
Level: Wiz/Sorc 1, Rgr 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell causes the target to fall slower. It treats falls of 30ft or less as a fall of 5ft (no damage). Falls greater than 30ft are treated as being 30ft shorter (+5ft/CL). You can cast this spell on multiple targets by evenly dividing the duration between them, minimal duration per target being 10 minutes (round down to nearest 10 minute interval). When under the effects of this spell, you fall at a rate of 15ft per second (so 45ft in half a round, or 90ft in a round) for as long as the fall is slowed. If you have more than 10ft left to fall at the beginning of your turn, it takes up at least a move action to land (one move action is equal to half a round, or 45ft). A helpless character always takes at least 1d6 nonlethal damage when they land. This spell prevents a flying character from flying downward as fast as they otherwise might be able to for a few moments.

Metastachydium
2021-09-05, 05:34 PM
Why does one need this when one can have Feather Fall?

Eladrinblade
2021-09-05, 05:50 PM
Why does one need this when one can have Feather Fall?

Can't you see the differences?

JNAProductions
2021-09-05, 06:31 PM
Can't you see the differences?

Yes. But what new purpose does it serve? Why would I prepare this instead?

Eladrinblade
2021-09-05, 06:50 PM
Feather fall makes you fall really slowly for a short distance; its best used at the very end of a long drop, and it can affect a whole group at once. It can be cast instantaneously, and it also works on objects. Slow Fall has a longer duration (good for multiple falls), and while it slows your fall, its not as painfully slow as feather fall, giving enemies less chance to attack you while you hang in the air. Feather fall is for emergencies or tactical long drops, Slow Fall is for commandos facing multiple pit traps or heading down a cliff/mountainside/series of rooftops/whatever.

edit: slow fall can also keep a flyer from dive-attacking or escaping by flying lower

Metastachydium
2021-09-06, 05:22 AM
Feather fall makes you fall really slowly for a short distance; its best used at the very end of a long drop, and it can affect a whole group at once. It can be cast instantaneously, and it also works on objects. Slow Fall has a longer duration (good for multiple falls), and while it slows your fall, its not as painfully slow as feather fall, giving enemies less chance to attack you while you hang in the air. Feather fall is for emergencies or tactical long drops, Slow Fall is for commandos facing multiple pit traps or heading down a cliff/mountainside/series of rooftops/whatever.

edit: slow fall can also keep a flyer from dive-attacking or escaping by flying lower

60' per round is the equivalent of a horizontal double move as far as the distance covered is concerned and since falling is a free action, it arguably lets one use ranged weapons and spells in the meantime, so it's far from a rough deal. Also, at CL 1, Feather Fall negates a 60' drop, while your spell a 30' one, meaning that a 60' fall is a non-issue using Feather Fall and a net 3d6 damage using yours. As the CL increases, the difference becomes ever greater: at CL 5, Feather Fall negates 300' as opposed to Slow Fall's 60.
As for its intended use, I think "sometimes you fall a lot in just 10 minutes" is not a terribly common situation, so the spell is a bit niche.

Eladrinblade
2021-09-06, 09:58 AM
I never understood the reason for feather fall having a duration; you can just cast it as you near the ground.

Well, okay, there are situations where you might use it differently.

icefractal
2021-09-07, 02:27 AM
This needs something, I think. Given the requirement to cast it ahead of time (and relatively short duration - if you're trying to get as large a group as Feather Fall then it's only lasting ten minutes), it's a much more situational spell, and Feather Fall would be better in most cases even if Slow Fall negated damage entirely.

Speaking of which, it should (negate falling damage entirely). That still wouldn't be the most prepared spell, but it would have a niche when you're intentionally descending a steep mountain or fighting on top of a tall thing and want to be able to split up.

Also, taking nearly-full falling damage when only moving at 90' / round is strange, conceptually. That impact velocity is about what you'd get from a 4-foot fall, so taking any damage seems excessive. If you want a faster falling speed that's equivalent to a 10' fall (so taking 1d6 would make sense), then that'd be roughly 150' / round.

Breccia
2021-09-09, 05:34 PM
Have you considered adding a horizontal glide speed? Unlike feather fall you can cast this spell on yourself, then jump off a cliff.