Falling Up & Feather Fall


Rules Questions


I had a weird encounter where I, as a player, jumped on a trampoline that was apparently magic, and was plummeted into the air into some spikes. I argued that I could use Feather Fall to slow my ascent, given I "bounced" up 200 feet in the round (which if I slowed my ascent, I could have activated my flight to get away). My DM ruled no, since it doesn't work going up, I argued that it'd work anyways since I was effectively falling upward and in free fall.

We quickly dropped it to not slow down game, and I lived so it was a relatively moot point, but at the end of the day I'd like to know 2 things:

-Can you feather fall to slow your ascent at all?
-In the area of a reverse gravity, does the fact you're actually ascending, in any way affect, how Feather Fall works?


Darth Grall wrote:

I had a weird encounter where I, as a player, jumped on a trampoline that was apparently magic, and was plummeted into the air into some spikes. I argued that I could use Feather Fall to slow my ascent, given I "bounced" up 200 feet in the round (which if I slowed my ascent, I could have activated my flight to get away). My DM ruled no, since it doesn't work going up, I argued that it'd work anyways since I was effectively falling upward and in free fall.

We quickly dropped it to not slow down game, and I lived so it was a relatively moot point, but at the end of the day I'd like to know 2 things:

-Can you feather fall to slow your ascent at all?
-In the area of a reverse gravity, does the fact you're actually ascending, in any way affect, how Feather Fall works?

Here's the rule:

Feather Fall wrote:
Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet)

It stops the rate at which you fall. If you're bouncing up from a trampoline then you're not falling. There's no basis in the rules to support the idea that it would slow you down if you're being thrown up, sidways, or whatnot. On this, the rules seem rather clear.

The second part doesn't really have RAW defined for it neatly so there will be disagreement here. As far as reverse gravity - To me, falling is relative to the effect of gravity. If gravity is reversed then it's not that you're falling "up" it's that up is now down.


If the magic item was based off of Reverse Gravity, Feather Fall should have been triggered.

If your GM says otherwise, he is houseruling.

Of course, he can just say the effect wasn't falling, and was instead something like Telekinesis firing you upwards, but that would allow for a Will save.

Either way, you should have either had the spell (Feather Fall) save you, or gotten a saving throw.


Feather fall only works against falling. Reverse Gravity makes you fall, just in a different direction, so it would work against that.

Your magic trampoline may have been a reverse gravity effect, in which case it should have worked, or it may have been something else in which case it wouldn't.

For example, feather fall is no help if someone force punches you into a wall.


If the trampoline was something magical based off of reverse gravity, then feather fall should work.

If it simply shot you upwards at an immense speed regardless of gravity (probably through magic guessing by that speed, but even if it was physics), then feather wall would not work.

However, you should at the very least either gotten a reflex save to avoid the trap or a will save to resist the magic. No trap should exist that doesn't have a d20 roll that gives a chance to not get hit by it.

If the effect was not based on reverse gravity and the GM gave you some sort of roll (like a saving throw) to avoid the effect, then he did fine.


CampinCarl9127 wrote:


However, you should at the very least either gotten a reflex save to avoid the trap or a will save to resist the magic. No trap should exist that doesn't have a d20 roll that gives a chance to not get hit by it.

I'm not sure I agree with this. Pretty much any conceal trap should give some sort of save, but if the character knew it was some sort of trampoline (or even just a really weird area) and purposefully jumped on it I can certainly see it not having a save, even if the effect ended up being not what the person expected.

If someone steps onto a conceal pit trap they get a save to avoid falling in. If they jump into an open pit? Well probably not.


If he was just bouncing up, gravity would be DEcelerating him, rather than ACcelerating him, so a 200' bounce upward into spikes 200' away would mean he's barely moving at the top of his arc - might not even take any damage.

Then again, if it's a 200' bounce up into spikes only 10' away, then he'd probably take 20d6 of damage.

And as said, Feartherfall would be useless.

Also, as for those saying he must be allowed a d20 roll, I'm not so sure about that. The OP said "I, as a player, jumped on a trampoline" (I think he meant his character did that, but who's quibbling). If he did it, deliberately, there might not be a save. Much like if he deliberately stepped off of a cliff - no save. Sure, if the effect used magic ON HIM he should get a save unless the spell doesn't allow one. But if the trampoline was just a magical item that did something to him, there doesn't need to be a save - there is a no save when a magical sword cuts him, so why should there be a save when a magical trampoline bounces him?


To clarify, my character did jump into the trampoline willingly, there were 10 floors worth of doors up visible and we assumed that it would work like an elevator. Also, I don't know if it was a trap powered by reverse gravity, I know thought that I didn't take fall damage up though. I was glad to have feather fall though, because otherwise I was gonna take the fall damage on the way down and risk bouncing again...


Every trap should give some sort of check or save to avoid it. No exceptions. Even if it's in plain view. If you see a trampoline and consider jumping on it, at the bare minimum I would have you roll a perception check to notice the spikes, or notice blood on the trampoline, or something.

DM Blake, when I say d20 roll that doesn't always mean a save. A lot of traps require an attack roll to hit you, just like a magical sword. In that case, a d20 roll was required to damage the player.

In the case where a player was about to voluntarily jump onto a trampoline with spikes above it, I would have them roll a perception check.


CampinCarl9127 wrote:


In the case where a player was about to voluntarily jump onto a trampoline with spikes above it, I would have them roll a perception check.

Out of curiosity, what if the spikes were not in line of sight or in darkness?


Then they would get a check to notice blood on the trampoline, or notice that the ceiling is unusually low, or something. I would never, ever make a trap that doesn't have at least some sort of check associated with it.


CampinCarl9127 wrote:

Every trap should give some sort of check or save to avoid it. No exceptions. Even if it's in plain view. If you see a trampoline and consider jumping on it, at the bare minimum I would have you roll a perception check to notice the spikes, or notice blood on the trampoline, or something.

DM Blake, when I say d20 roll that doesn't always mean a save. A lot of traps require an attack roll to hit you, just like a magical sword. In that case, a d20 roll was required to damage the player.

In the case where a player was about to voluntarily jump onto a trampoline with spikes above it, I would have them roll a perception check.

So we agree then. Stepping voluntarily onto this trampoline does not warrant any d20 roll at all. Maybe seeing the spikes should be worth a roll (the DC to see them 200' away would be about 20, pretty easy, unless they're concealed somehow which a trap-maker would probably do) - But I'd really only give that Perception check to somebody who was looking before they leaped.

Alternatively, the trampoline auto-bounces anyone on it but the spikes need to make an attack roll. That'd be fair enough.

The Exchange

Darth Grall wrote:
I had a weird encounter where I, as a player, jumped on a trampoline that was apparently magic, and was plummeted into the air into some spikes...

My condolences: firstly because I'm pretty sure you won't find the word 'falling' defined anywhere except the falling rules, but secondly (and far more importantly) because it's clear that your GM has discovered Grimtooth's Traps. From this point on, you should avoid lobsters, barrels, doorknobs, vending machines, furry animals, chessboards... y'know, it's easier just to say, "avoid all matter.*"

* I'm assuming you already, as a matter of self-preservation, know to avoid vacuum and raw energy.


If your GM has discovered a Grimtooth trap book, you need a thief. Not a rogue, a thief.

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