Pixies have an altitude limit of one, meaning they can only ever be one square high when they end their turn.  But if the party comes upon something like a chasm or a large pit, can the Pixie end their turn flying above the drop without falling, since they aren't technically increasing their altitude above the limit?
123276
In the pixie description on the compendium:     Altitude Limit: You fall at the end of your turn if you are using your racial fly speed and are more than 1 square above the ground (see the rules for flying and falling in the Rules Compendium).   So can a pixie choose to go two or more squares above the ground?   Here are the relevant rules from the compendium:  Fly speed:     A creature that has a fly speed can fly a number of squares up to that speed as a move action. If it is stunned or knocked prone while flying, it falls. See also “Flying” and "Hover".   Flying:     Flight      Some 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 &amp; 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.      Crashing        Falling while Flying: If a creature falls while it is flying, it descends the full distance of the fall but is likely to take less damage than a creature that can’t fly. Subtract the creature’s fly speed (in feet) from the distance of the fall, then figure out falling damage. If the difference is 0 or less, the creature lands without taking damage from the fall. For example, if a red dragon falls when it is 40 feet in the air, subtract its fly speed of 8 (8 squares = 40 feet) from its altitude. The difference is 0, so the dragon lands safely and is not prone.         If a creature is flying when it starts a high-altitude fall, it has one chance to halt the fall by making a DC 30 Athletics check as an immediate reaction, with a bonus to the check equal to the creature’s fly speed. On a success, the creature falls 100 feet and then stops falling. On a failure, the creature falls as normal.         High-Altitude Falls: Some encounters take place very high above the ground. In such an encounter, it is possible for a creature to spend more than one round falling to the ground. As a rule of thumb, a creature falls up to 500 feet during its first turn of falling. If it is still falling at the start of its turn, it can take actions on that turn as normal, then falls up to 500 feet at the end of the turn. If none of those actions expressly halts a fall, the creature falls up to 500 feet at the end of the turn. This sequence continues until the creature lands.
75618
You swing a ball on the end of a lightweight string in a horizontal circle at constant speed.  Can the string ever by truly horizontal?  If not, would it slope above the horizontal or below the horizontal?  Why?
112206
The following situation happened towards the end of our last session(I am the DM): A player cast Mordenkainen's Magnificent Mansion, so they could take a break to heal up their comrades and rest a bit.   Then, that player cast the Mansion again (after a long rest) and placed the portal inside the first mansion. Everyone went through before the first mansion disappeared, and expected to return to the main overworld again after another 24 hours.  But technically, the Mansion only expels creatures, not portals to extradimensional planes, so shouldn't they be thrown out where the first mansion was, an extradimensional space?  I am not gonna do this to them now since this would be the end of the story and not something anyone expected, but still: Under RAW, would my players be back to the extradimensional space where the first mansion was?
29113
Based on the answer in this question  if a creature is unwillingly pushed/pulled/dropped or otherwise forced to end its turn in your space, what happens?  I can't find anything saying what happens. All I find is that you can't willingly end your turn in another creatures space.  What happens if you start your turn in the same space as another creature? Does anything happen to the creature that is forced to be in your space?
109316
Can you teleport farther away with misty step if you have a double from Invoke Duplicity? The Channel Divinity feature says:     you can cast spells as though you were in the illusion's space, but   you must use your own senses. (PHB 63)   If you were where your duplicate is, you could step to a space 30ft from its position. So if it is 60ft from you, you could teleport to a space 90ft from your actual position. But the spell says that:     you teleport up to 30 feet (PHB 260)   This would put a hard limit on the distance you can travel.  Which rule takes precedence here?
19081
Here are two scenarios:    A powerful enemy caster is concentrating on some high-level offensive spell (Incendiary Cloud, Earthquake, etc.)--one PC casts Banishment and the caster fails the save. Can the enemy caster maintain the spell from the demi-plane? A PC casts Expeditious Retreat and Blink on themselves: when transported to the Ethereal Plane, can they maintain the effect?   Currently, I'm leaning towards 'no' in the first case and 'yes' in the second, based on this last line from Blink:     You can only affect and be affected by other creatures on the Ethereal Plane.    In other words, as long as you're in the same plane as the effect you want to maintain, then yes.
67333
If mass and matter cannot be created nor destroyed, then how does Mystique get taller or shorter, for example when she      imitates Trask in X-Men: Days of Future Past   Do her atoms and organs simply rearrange themselves? Does she become more dense?
50938
A skydiver jumps out of a plane from a height of $2200$m. The skydiver's height, $h$ meters above the ground, can be modeled by the function $$s = 2200 - 4.9t^2$$ How fast is the skydiver falling at $t = 4$s?  If the skydiver is approaching a height of $2200$m, I reasoned that I could use the following definition to find the solution $${f(x+h)-f(x)\over h}$$ I entered the function into this definition and got stuck when I got to this$$f'(x) = \lim_{x\to 0} {2200-4.9t^2-9.8th-4.9h^2\over h}$$ Where can I go from here? Can I continue with this method or did I make a mistake a few steps back? New Solution  How does this look?
98672
Extracted from  (see the bottom section):     Some roller-coasters have loop-the-loop sections, where you travel in a vertical circle, so that you're upside-down at the top. To do this without falling off the track, you have to be traveling at least a particular minimum speed at the top. The critical factor in determining whether you make it completely around is the normal force; if the track has to exert a downward normal force at the top of the track to keep you moving in a circle, you're fine, but if the normal force drops to zero you're in trouble.   I've been told the normal force is a contrapositive force. I mean, when I'm at the top of the loop, the weight already points down so how can there be a normal force, if I'm not exerting a force to the road?
123947
Palpatine tossed around Senate "pods" with no problem, Yoda picked up X-wings and such, and there are many other examples of pretty impressive levitation feats. So why couldn't Sidious/Palpatine stop himself from falling to his death? Why couldn't Maul levitate himself away instead of falling to his (assumed for a while until The Clone Wars) death?  Is it a Sith thing?
8271
In a one-shot I recently played the players were fighting a homebrewed . It has a walking speed of 0 ft. and can teleport 80 ft. on its turn under some conditions. One of the players knocked the monster, over by using the shove action. On its turn, the monster was prone with a speed of 0 ft. It then used an ability to teleport away and appear upright again (Impossible Movement). Now there are three options on how to rule this situation:  The monster uses half of 0 ft., so still 0 ft., to get up from being prone and proceeds as normal The monster lifts the prone condition simply by teleporting The monster is prone, and can't get up anymore  I am asking about a general creature that has a walking speed of 0 ft., not explicitly about the Weeping Angel. According to the rules, which of this rulings (if any) would be correct?
83372
The  spell says time stops for other creatures.  What all is affected by the spell? Is gravity affected? Air movement?  I know that the spell only does what it says, and nothing else, but just wondering.   In addition, is it saying that the other creatures are not affected by environmental effects and the like while time is stopped?  For instance, if a wind blew really hard at one of the creatures you're fighting, would it affect that foe while time stop is active? If you were to place a bear trap behind the person, and a hard wind blew enough to tip them, would they then fall over onto the bear trap and be damaged without the spell ending?  This is a very curious spell...
18681
The dungeon has giant swinging spike balls that cause no end of frustration to explorers such as myself.  They dare to keep bold, intrepid, totally-not-thieving adventurers out of the depths with their inability to be destroyed!...Or do they?  I have tried removing the block that they rest on to no avail, but is there any practical way to remove the giant spike ball that plagues the dungeon?  Or, failing that, is there an elegant solution to dealing with these grossly annoying obstacles?
96020
As you can see, objects are falling down when I run the game. Ground is unable to stop those obstacles. Obstacles are rapidly traveling through y axis. I tried by freezing y axis. And, unchecked Use Gravity. I tried by checking Is Kinematic also. But, if I freeze y axis. Than, obstacles completely freeze through y. If there was no ground than the objects don't fall. Same thing happen when I unchecked Use Gravity. I want those obstacles to move if Player hit them. How to stop those obstacles from falling down?   Info :
61615
I will soon run the  adventure with my group of players. Two of their characters have flying familiars (an owl and a pseudodragon).  Is there something in the rules that states that a familiar (flying or otherwise) can't be used in water?  There isn't any rule change or anything about underwater fighting and exploration. The party is able to breathe underwater thanks to an NPC that casts water breathing.
67822
I have a question that came up in a discussion with friends.  If I throw a ball straight up in an enclosed train car moving with constant velocity, I believe the basic physics books say it will land in the same spot.  But will it really?  I think I can say that the answer is "not in the real world".  Trivially, a train car is never enclosed.  Fresh air is being allowed into the carriage or the passengers would all die.  Thus there's currents of air that would affect the ball, agreed? If we remove the passengers and have a trusty robot (who does not need oxygen) throw the ball up in a carriage that really is completely air-tight, I'm still not sure it will land in the same spot.  I would imagine that there must still be air circulation.  The train had to start from a stop.  It's true the floor and the roof will drag the air right at the boundary along with it, but just as an open convertible car does not drag all the air in the world with it, I assume that the air in the middle of the car will not be dragged along at the same speed.  The air in the middle will remain stationary with respect to earth and pile up at the back of the car. Then it will be forced along.  I further imagine that this "pile of air" will try to redistribute itself uniformally. Won't all this set up currents?  Will the air come to be completely still in the reference frame of the car? [I'm guessing the answer is yet] How long would this take?    Bonus question:  I believe if I'm sitting in a convertible car and throw a ball straight up it will land back in my hand as long as I don't throw it too far up.  At some point, I'll throw it to high and will lose the ball out the back of the car.  What's the relevant equation covering this in a car travelling at X miles per hour in still air?  Put another way, I'm trying to get a feel for how extensive the "boundary" layer of air around the car is and how it dissipates with distance.
39168
When a drop of water falls into a reservoir of water from a high enough altitude, water droplets will splash ():    My question: Does the water in those droplets come from the original drop or from the reservoir?