Northwest Gamers
Welcome to the Northwest Gamers Forums. Please Login or Register.
Northwest Gamers

Forum for the Northwest Gamers

Latest topics
» Axis and Allies - Optional Unit Rules
Mon Dec 11, 2017 7:15 am by Teramotos

» 4.0 Meeting Fri Dec 15th - GAME On!
Wed Dec 06, 2017 1:48 pm by Teramotos

» Rainbow Warriors Planet Ember - Magic Item Count - Adventure Notes
Sat Dec 02, 2017 12:08 pm by Teramotos

» Prophecy of the Rainbow Warriors - Adventure Logs
Sat Dec 02, 2017 12:04 pm by Teramotos

» Game On! 4.0 Meeting Friday Dec 1st Newport Hills
Thu Nov 30, 2017 8:50 am by bradly

» Next 4.0 Meeting Late Nov/ all Dec
Tue Nov 28, 2017 7:17 am by Teramotos

» Stargate...
Mon Nov 27, 2017 9:14 am by Dwarmaj

» Friday, Nov 17th
Thu Nov 16, 2017 11:16 am by Teramotos

» Epic item tade in: would a figurine be game breaking?
Mon Nov 06, 2017 12:12 pm by Ross

December 2017
SunMonTueWedThuFriSat
     12
3456789
10111213141516
17181920212223
24252627282930
31      

Calendar Calendar

Who is online?
In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest

None

[ View the whole list ]


Most users ever online was 56 on Wed May 09, 2012 3:03 pm

You are not connected. Please login or register

Dominant Winds = At Will Flight?

View previous topic View next topic Go down  Message [Page 1 of 1]

1 Dominant Winds = At Will Flight? on Mon Oct 11, 2010 9:16 pm

I guess what I'm asking is if you have to land or can you use your move action to remain in the air and have your standard to attack?


Many Sorcerer spells say you fall or float down at the end if you don't land. This one doesn't.

The flying rules don't state that you have to have a fly speed to remain in the air, only to shift while flying.



Dominant Winds
Sorcerer Utility 16

Silver winds curl out of nowhere and lift you or an ally briefly into the air.
At-Will Arcane
Move Action Close burst 5

Target: You or one ally in burst

Effect: The target can fly a number of squares equal to your Dexterity modifier as a free action.



Below are the rules for flying:


FlightSome creatures have the innate ability to fly, whereas others gain the ability through powers, magic items, and the like. The rules for flight in the DUNGEONS & DRAGONS game stress abstraction and simplicity over simulation. In real life, a flying creature’s ability to turn, the speed it must maintain to stay aloft, and other factors put a strict limit on flight. In the game, flying creatures face far fewer limitations.

FLIGHT
Flight follows the basic movement rules, with the following clarifications.

Fly Speed: To fly, a creature takes the walk, run, or charge action but uses its fly speed in place of its walking speed. A creature that has a fly speed can also shift and take other move actions, as appropriate, while flying.

Moving Up and Down: While flying, a creature can move straight up, straight down, or diagonally up or down. There is no additional cost for moving up or down.

Falling Prone: If a creature falls prone while it is flying, it falls. This means a flying creature falls when it becomes unconscious or suffers any other effect that knocks it prone. The creature isn’t actually prone until it lands and takes falling damage.

Remaining in the Air: A flying creature does not need to take any particular action to remain aloft; the creature is assumed to be flying as it fights, moves, and takes other actions. However, a flying creature falls the instant it is stunned, unless it can hover.

Landing: If a creature flies to a surface it can hold onto or rest on, the creature can land safely.

Terrain: Terrain on the ground does not affect a flying creature if the terrain isn’t tall enough to reach it. Because of this rule, flying creatures can easily bypass typical difficult terrain, such as a patch of ice on the ground. Aerial terrain can affect flying creatures.

View user profile

View previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum