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Slow Fall

1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.)

Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.

Part of Compel

  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.

Slow Fall is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that slows a Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you..

TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FallsFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you.
OriginOrigin StatOrigins are the points where Effects are created.
SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
ReachReach StatReach is the Range an Effect extends from its Origin.
Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
DurationDuration StatDurations are the lengths of time Effects last.
Until the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. stops FallingFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you.

TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FallsFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. slowly and takes no DamageDamage HealthDamage is harm that reduces your Hit Points. from the FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you..
SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
The CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. FallsFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. more slowly than usual, taking half DamageDamage HealthDamage is harm that reduces your Hit Points. from the FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. and landing ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..

Source Player Codex