Air · movement / defensive

Feather Fall

Feather Fall is a reaction to the specific danger of a falling creature. It can provide an important moment of rescue while climbing, exploring heights, or facing the unexpected collapse of a floor. Its protection is precisely limited by the height of the fall. It is not a general shield that protects the hero from every further threat during the descent or after landing.

The caster must see the falling creature and have one of the limited uses per scene available. The spell negates damage from a fall up to the specified height, rather than from any drop. It does not stop a falling item or another attack. On a planned expedition into high places, it therefore supplements securing lines and caution but does not erase every possible consequence of a poor decision.

Exact effect: Negates damage from a fall of up to 10 m and allows a safe landing. Does not stop another attack or a falling item. Bonus: does not increase PDEF or MDEF. Target: 1 falling creature within sight. Duration: instant reaction. Restrictions: twice per scene. Using it requires at least Intelligence 6, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Feather Fall
Spell illustration • AirFeather Fall
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Spell parameters

Target, duration, restrictions, and exact effect.

School
Air
Type
movement / defensive
Min. Intelligence
6
Min. Level
—
Bonus
does not increase PDEF or MDEF
Target
1 falling creature within sight
Duration
instant reaction
Restrictions
twice per scene
Exact effect
Negates damage from a fall of up to 10 m and allows a safe landing. Does not stop another attack or a falling item.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.