Casting Fly while falling and a question about Emergency Force Sphere


Rules Questions


Hi folks,

i have 2 questions.

The first is about the spell "Fly".

Last session i was in free fall and still 510 feet above the ground.
Calculations revealed, that after one round(6sec) of falling, i would end up 5ft above the ground.

I decided to cast fly in that round.

But how does that work exactly?

My standard action was over, Fyl was active, and i only had a move action left.
So can i stop in mid air if i want to?
Can i only slow down the fall?

My second question is about the spell Emergency Force Sphere:

The description says, that if you stand on level ground a force dome forms around you, and seals itself tight in connection with the floor.
But what about casting the spell while flying?

If i hover somewhere, 200ft above the ground, what would happen if i cast the sphere there?
Would it form a dome around me, with a hole on the bottom?
Would the dome form into a sphere?
Or would the spell simply fail?

Thank you in advance for your comments and insights! :)


Hmm. For the first question, I have two remarks:

1. Casting a spell with a casting time of 1 standard action while falling would call for a concentration check to pull off. I'd say falling qualifies as at least "violent motion", which would give a DC of 15+spell level.

2. If you pull the spell off, you now have a Fly speed. I'm not sure if that's enough to halt your descent a la feather fall, just as a swim speed wouldn't protect you from a rapid current. Maybe a Fly skill check is in order, using the Wind Effects on Flight table. I'm sure someone else can answer this.

As for the second question, the spell description clearly states you create a hemisphere, not a sphere, so that would mean a dome with a hole on the bottom (though you could make a case for casting the dome upside down, leaving the hole on the top).


@Zavarov

I made the concentration check and succeeded.

As about the Sphere: My reasoning for the possibility of the full formation of the sphere was the fact, that the source spell is wall of force which fails if something is within the area where the wall is forming. IF the dome formation ends "because" of the floor, i didn't find it to much of a stretch to think that in mid air, the formation of a full sphere would be possible because there is space for that now.

But its just a hunch, no rules to back it up really.


Ok, i retract my Emergency Force Sphere question.
The description says "Hemisphere", so the question is answered.

Liberty's Edge

Brakiri wrote:
I made the concentration check and succeeded.

There is no official answer on what would happen if you completed your fly just before hitting the ground, so it a GM call. If it was my call, as you decided to cast the spell, I would have advised you that fly would not immediately affect your downward momentum.

If you still wanted to try, I would give you two options: 1. fly directly upwards to try and slow your speed, or, 2: attempt to pull out of the fall.

Option 1: If you fall 500 feet in one round, you would need 8 rounds and 1920 feet before you would stop your downward momentum. This is based on some simple math. Someone on 'another forum' posted some calculations I found interesting (LINK).

Option 2: To pull out of the dive in 1 round, I would make you do a DC 32 Fly check (DC 20, +12 for hurricane-like speed). If the roll is successful, you could use 1 round of flight (and 500 additional feet) to turn your path 90 degrees, but you would still be flying at almost 500 feet per round. This one is much more subjective since Pathfinder does not utilize Maneuverability and there are no 'rules' on momentum...but Pathfinder still defines the fly spell as giving the flier 'Good' Maneuverability. In D&D, 'Good' Maneuverability allows a character to make just about any turn during a round (when they are flying at 60 feet per round). I just made a gut call. Your GM may decide differently or someone else on this forum may have a better answer based on actual math/assertions/etc.


Ok, that means for all intends and purposes, i should be a bloody smear on the bottom of the cavern.
Thats not very encouraging :)

Thank you.


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For what it's worth, if you were falling over 500 feet and you had Fly prepped and you managed to make the concentration check and you managed to make the DC 20+whatever Fly check for either a 180 degree turn or a greater than 45 degree ascent I would totally allow this to work simply because it sounds so flipping cool.

How many action movies and TV shows have you seen where the hero pulls a plane out of a nosedive by pulling up right at the last minute? Seriously! Any GM who denies the table the thrill of seeing that possibly happen is a real wet blanket. My players would be on the edges of their seats just waiting to see the conclusion to all that. There'd be high-fives all around and cheering.

And if you actually succeeded, there'd still be high-fives and cheering.

Scarab Sages

Ansel Krulwich wrote:

For what it's worth, if you were falling over 500 feet and you had Fly prepped and you managed to make the concentration check and you managed to make the DC 20+whatever Fly check for either a 180 degree turn or a greater than 45 degree ascent I would totally allow this to work simply because it sounds so flipping cool.

How many action movies and TV shows have you seen where the hero pulls a plane out of a nosedive by pulling up right at the last minute? Seriously! Any GM who denies the table the thrill of seeing that possibly happen is a real wet blanket. My players would be on the edges of their seats just waiting to see the conclusion to all that. There'd be high-fives all around and cheering.

And if you actually succeeded, there'd still be high-fives and cheering.

I agree with this one. a dc32 fly check, and a concetration check on the spell dc18 would also give me compassion on the pc and allow him to live. Maybe this is a great time to ask you GM about hero points. (at least for the fly check) :D

Sovereign Court

Falling

Falling wrote:

*snip*

A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.

So, since you were in the >500 ft fall category, it would a DC 23 concentration. As for not hitting the ground, just look at the Fly skill section.

Fly wrote:
Avoid Falling Damage: If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.

So, in short, DC 23 concentration and a DC 10 fly check (which should be difficult to fail with that bonus from now having a fly speed looks to be the RAW answer.


El Baron de los Banditos wrote:
So, in short, DC 23 concentration and a DC 10 fly check (which should be difficult to fail with that bonus from now having a fly speed looks to be the RAW answer.

I would still say that falling at terminal velocity warrants a hefty circumstantial penalty to the Fly check.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Lessons from this exercise.

1. If you can Fly... train yourself in the skill. It may just save your life one day.

2. Remember that the Fly spell gives you a modifier on Fly checks that scales with caster level.

Scarab Sages

Lesson three:

always have a Ring of feather falling. :D

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