Level
2nd
Casting Time
1 Action
Range/Area
300 ft
Components
V
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Control (...)
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Not to mention Hold Person/Monster have a max range of 60/90 ft respectively, whereas this is 300 ft.
Is there an official source on "A target cannot willingly fail a save unless the spell or effect says they can...?"
I imagine there are certain physical spells that you can simply not resist and let the spell take effect.
If you use this with Black Tentacles you could do some serious trapping over large creatures, I've seen it used this way to capture dragons
There's another aspect people are forgetting; if you target something flying high enough near the limit of its range, that's 5 rounds of it being stuck slowly descending. That's 5 rounds of shooting it with longbows, 2 rounds for longer range spells like firebolt and eldritch blast, along with buffing allies. At higher levels you can even do things like casting a wall spell around the point where they'll land, putting down spike growth or web. If your entire party is able to do more than 21 damage per round to it, the 'safely descending' part is anything but.
My players used this against an aaracockra attacking our ship over the open ocean. Let that "sink" in. Horrible way to go.
I’m considering that since I want my players to fight a dragon semi properly that I might homebrew that for every lvl above second the save gets an increase of one. That way my players actually have a chance at forcing the dragon into ground combat instead of it abusing it’s flying speed.
RAW, it doesn't work like this, but I've decided that at my tables, Earthbind works just fine on an airship or spelljammer.
The point all of you are missing is it’s a second level spell that targets all creatures unlike hold person which only affects humanoids.
So what I come to find that I hate about 5e and this spell makes it clear is it doesn't tell you what the roll you need to get to pass or fail the str check is. I need some clarification on weather something passed or failed.
You're forgetting this also works on ancient dragons
No, I think you should remove both.
You want to float gently to the ground: 1st level Feather Fall.
You want to control the ascent or descent of a creature: 2nd level Levitate.
I want to point at a dragon 300ft away, that's banking around for another strafing fiery breath, and watch it plummet to its death.
If it did scale I feel like it would have to be a higher level spell, scaling this makes it WAAAAAY stronger since it uses the same concentration slot. Removing a creatures ability to fly is pretty strong, the reason this is second level at is probably because it doesn't scale.
A creature can fail a save on purpose. Otherwise, why would there be any things that affect those modifiers? The spell is a series of yellow bands that wraps around the target, which means a creature for the first time would likely not let it happen, but saying that a spell cannot be automatically failed make no sense as there are conditions that can force a creature into that state.
Though in all honesty, this spell is badly worded. And the fact that a lot of spells specify that the creature can be willing, or hostile creature, etc. Makes it even more confusing as it shows a lack of creativity when the spell was created, because the very nature of those wordings are at conflict with the concept of a saving throw. With this spell (as with all strength saves) you are pushing past the force (entangled you are tearing vines, grappled you are breaking someone's hold, etc.). In this case you are breaking the yellow bands of magic, so in the same sense, you should be able to choose not to break the bands and float safely down.
I ripped this straight from the D&D RAW group on Facebook, original post includes a link to a Jeremy Crawford tweet:
'With respect to saving throws, “You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.” PHB, Ch 7. Moreover, JC states, “No rule lets you opt to fail a save.” There are, of course, specific exceptions in the form of spells or other game features that override the general rule.'
The fact that some spells specifically state you can choose to fail implies and exception to the general rule for saving throws (that you don't choose to make saves in the first place). JC also said in that same tweet that he would probably allow voluntary failure at his table, despite the fact it's not RAW.
Well don’t know if you guys notice this but this is an absolute bane for any ghostly undead like Wrath, Ghost or Specter since their strength is so low
All spells can scale just ask your DM
All spellcasters have a spell save DC (typically 8 + proficiency bonus + spellcasting modifier); to save against a spell effect, you have to roll at least the spell save DC of the person who cast it. You can find more information on this in the basic rules on Spellcasting, or in the Spellcasting feature text of any class that has it.
Spellcasters can bend the laws of reality, but heaven forbid they attempt to harness the Laws of Gravity.
I want to cinematically wrench dragons out of the air mid-flight, have them hurtling to the ground prone and helpless (takes half your movement to stand after all) where our parties barbarian can do what he does best. Carve up some tender cuts of meat.
Not have the dragon gently drift down, like a baby in a cradle, before land as softly as a feather, after having 5 rounds to recharge its breath weapon.
Great dragon hunter spell
Just forced a roc to land, with help of Bane spell. Glorious.
Acquired the spell through the Spirit Session feature of the College of Spirits.