Question about Ring of Feather Fall

Shyloc

First Post
If I was to jump for a high place the ring kicks in after 5 feet, but from the spell description it notes that will negates.

SO, could I jump, negate the spell as a free action, and re-activate the spell 10 feet from the ground?

This would be a much better option than trying to put the ring back on my finger while free falling.
 

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Is the idea here to allow yourself a faster descent? Seems an odd situation, but just in case you REALLY have to get to the ground in the next 10 seconds...

I would say no. The spell Featherfall does indeed grant a will-save to negate, should the subject of the spell for some reason not want the benefits, this will save is due to a one use situation, the mage casts it, you say no thanks, the spells potency is gone. However, the ring is a continuous stream of Featherfall juju, not just one pump of it. And besides, there is no way to "activate" the ring, it activates itself. If your DM were to allow you to "resist" the Featherfall ring, I suppose you could relinquish your mental block of it to let it do its thing. BUt I just don't thing the ring ALLOWS a save. Same way I don't think you can suppress the magic power of an Amulet of Might fists, you just have to take it off.

So though this is by no means a "rule reference", my call as DM would be no.
 

Shyloc said:
If I was to jump for a high place the ring kicks in after 5 feet, but from the spell description it notes that will negates.

SO, could I jump, negate the spell as a free action, and re-activate the spell 10 feet from the ground?

This would be a much better option than trying to put the ring back on my finger while free falling.

You could resist the spell with a will save, but you can't later accept or activate the spell.

And unfortunatly you can't put the ring on, or ready an action to put the ring on in the midst of a jump. Since you move, you can't ready an action. You also can't end your movement mid jump to perform an action. If you run out of movement for the round, you must resume movement at the beginning of the next round.

You had said jump for a high place (not sure how high your jump skill is, or at what point in your movement you begin your jump). Now jumping FROM a high place might be different. Acelleration and terminal velocity over 6 second rounds results in approximatly 500' of falling the first round, and 1000' of falling every round after that. Assuming falling is different than jumping, you could jump and then perform an action to equip the ring. Assuming removing the ring the round before the jump, or a fall of more than 500'.

Finally you could combine the two conditions and jump horizontally off the edge, such that you run out of movement before the end of your round, that might buy you an action in mid-air, before you begin to fall. Or if you are pushed off the high place.
 
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Not sure if this is useful (might be good for comparison, at least), but there is an item in the Magic Item Compedium that does something like that. If you have two pieces of the set (the Manticore set, I think), it grants a Featherfall effect that you can negate and renew as a swift action.
 

TheGogmagog said:
You could resist the spell with a will save, but you can't later accept or activate the spell.

Wouldn't the ring active after five feet of falling, once I have stopped negating the spell?
 

Shyloc said:
Wouldn't the ring active after five feet of falling, once I have stopped negating the spell?
You can't consciously negate the spell as a continuous act, there's no such action. What you can do is try to save against it, which simply causes the effect not to affect you.

What happens then is up to your DM. There are two equally reasonable ways it could go. Either the Ring, having activated after 5 feet of falling, has done its thing, and doesn't attempt to activate again before you hit ground level, or else the Ring activates again after another 5 feet.

If the former happens, you fall as a normal falling creature, taking full damage from the fall.

If the latter, you have to make a new Will save for every 5 feet you fall. Sooner or later you're going to fail, after which you drift down the rest of the way at 60 feet per round.
 

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