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I don't see that the Air Walk spell gives a fly speed to a creature, so it should be possible to trip them, right? Same with Water Walk?
When you can tell me how you're physically tripping something that's in the air, then you'll answer your own question. I'm not a GM that thinks that highly of clever RAW text manipulation.

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This line of thinking is a pet peeve of mine:
LazarX
When you can tell me how you're physically tripping something that's in the air, then you'll answer your own question. I'm not a GM that thinks that highly of clever RAW text manipulation.
It's the reason why in every fantasy game created, magic using classes will always trump anything based on the real world (like a fighter); because we have no problem imagining fireballs coming out of a finger, or someone walking on air, but as soon as you want to "trip" the guy walking on air your mind goes to the real world physics of the "trip", and fail to realize that it's all fantasy and someone walking on air should clue you in that a new paradigm is in effect.

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This line of thinking is a pet peeve of mine:
LazarX
Quote:
When you can tell me how you're physically tripping something that's in the air, then you'll answer your own question. I'm not a GM that thinks that highly of clever RAW text manipulation.
It's the reason why in every fantasy game created, magic using classes will always trump anything based on the real world (like a fighter); because we have no problem imagining fireballs coming out of a finger, or someone walking on air, but as soon as you want to "trip" the guy walking on air your mind goes to the real world physics of the "trip", and fail to realize that it's all fantasy and someone walking on air should clue you in that a new paradigm is in effect.
Magic users only trump non magic users in games where magic is allowed to run wild. Concepts fail mainly because people think that pulling the "thinking outside of the box" can substitute for logic and versimilitude. Air Walking is a highy situational ability, usually only good for one round. and usually used by someone bridging over a chasm, again it's kind of hard to imageine that Trip would be the choice of offense against an airwalker.
On the other hand if you Daze or Stun one, they're toast.

Frankthedm |

Yes they can be tripped. Then they fall until they take a move action to stand up.
As another poster showed, the text only allows the character to tread on air. Knock them off their feet and they fall, hopefully to their death.
Also know that the spell's "safety net" does not activate in this situation. That ONLY activates when the spell's duration expires. "Should the spell duration expire while the subject is still aloft, the magic fails slowly."

Rycaut |
Uhm have you looked at the duration of air walk? It certainly lasts in most cases for a lot longer than one round. It has become one of my goto spells for my 10th level cleric (the 5th level communal air walk version). Duration is 100 minutes (divided amongst my party in 10 min increments). Exceptionally useful for both avoiding ground based traps and for allowing melee types to do crazy things like charge a flying enemy...

Adamantine Dragon |

This has come up before. Based on the "as if walking on ground" I have said I would allow the caster to not only be tripped, but to crawl, lie prone in the air, or sit on their ass and eat some popcorn. Because to him it's just like ground.
Other GMs may rule otherwise. I haven't seen a FAQ or anything else on this.