Can Erupting Earth be cast somewhere that isn’t on “ground”?

The spell Erupting Earth says:

Choose a point you can see on the ground within range.

Does the use of the word "ground" limit this spell to floors that would be considered an "exposed surface of the earth"? Other possibilities include:

  1. An indoor room on an upper level or over a basement
  2. An outdoor deck or patio
  3. A raised platform like a stage or pulpit
  4. A roof
  5. A balcony

Related: Does the spell Erupting Earth disrupt the surface it’s cast on?

Player clips into the ground when I press the restart button

The title says it all. I have a subway surfers like game prototype, where I just added a restart button that can reload the scene. However whenever I press restart the charaters gets into a slightly lower position. After a few deaths the player is clipped into the ground and cannot jump at all. I looked up so many similar questions, all about checking colliders and rigidbodies but I personally couldn’t find anything. It also has to do something with my gravity and stuff. Because I have a gravity modifier that if I set to 1, this issue never happens. The problem is, that then the player jumps around like he is on the moon. I also tried an experiment where I started my player from the air, not from the ground. And with every single restart the player fell faster and faster eventually falling trough the ground once again. So something can be with gravity. This is what I have in the character controller. I wasn’t satisfied with my physics and I wanted it to make a bit more interesting.

I tried readding colliders, putting the same scripts on brand new objects, checking on and off rigidbody options.

void Start()     {         playerRb = GetComponent<Rigidbody>();         Physics.gravity *= gravityModifier;     }      // Update is called once per frame     void Update()     {         Vector3 xPos = new Vector3(xRange, 0, 0);         if (Input.GetKeyDown(KeyCode.Space) && isOnGround)         {             playerRb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);             isOnGround = false;         } 

Does the bonus action shove from Unearthed Arcana’s Telekinetic feat move the target through the air, or only on the ground?

Imagine a party of PCs exploring a dungeon inside a volcano. After a climactic confrontation with the Big Bad, the volcano begins to erupt, and the PCs must flee for their lives. Unfortunately, one of the PCs — Tarly Target — is badly injured and can barely walk. Working together to carry Target, the PCs race toward the volcano’s mouth. Just as freedom nears, a sudden quake tears open the path before them, creating a 15-foot chasm that begins filling with molten lava. There’s no way Target can make the jump.

Psimon Psion, a PC with the Telekinetic feat from Unearthed Arcana’s "Psionic Options Revisited", proposes to use the feat to try to hurl Target across the chasm. The feat’s third bullet says:

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, roll your Psionic Talent die, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved toward you or away from you a number of feet equal to 5 times the number you rolled. A creature can willingly fail this save.

Assuming Psion could roll a 3 or greater on his Psionic Talent Die, sufficient to move Target the full 15 feet required to clear the chasm, is this a viable use of the feat? Must Target remain in contact with the ground the entire time he’s being moved by the shove, such that he’d immediately plunge to his doom once moved over the chasm? Or can the shove actually propel him through the air to the other side?

For completeness’s sake, I note the following:

  • The normal shove action (PHB p. 195-196) only moves a creature a maximum of 5 feet, so it does not offer much guidance here.
  • The telekinesis spell (PHB p. 280-281) can move a creature, but the move is not characterized as a shove and explicitly can hold the target in mid-air, so it is not helpful here either.

5e Can Specters move into the ground to avoid Attacks of Opportunity?

In 5e, Specters have Incorporeal Movement which says

The specter can move through other creatures and objects as if they were difficult terrain. It takes 5(1d10) force damage if it ends its turn inside an object.

Therefore, I assume Specters can move through ground as if it were difficult terrain.

Could a specter attack a creature, move into its space and then move straight down into the ground to avoid an Attack of Opportunity? Regardless if it would be intelligent enough to do so, would the AoO happen before it is fully submerged below ground or would the ground protect the Specter?

My guess would be the ground would protect it because once it leaves the 5ft reach of its target, it would be mostly submerged.

How to make Unity ground mix up with sky

I’m building up a scene with Unity, I want the plane to extend far enough and mixed up with sky like the picture showing bellow enter image description here

The only way I can think off in unity is by creating two plane with 90 degree with each other to simulate this scene, I tried to set solid color for the sky but still there is clear gap between the ground plane and the sky, how do you manage to extend the ground far enough and mixed up with sky?

Can a flying character choose to fall, and then use a reaction to stop falling before hitting the ground?

As a flying character there are a few scenarios that I’d like to know are valid/RAW, invalid, or up to the DM.

Assume in these scenarios that all characters fall at 1000ft/round (this is not up for discussion (no matter how strongly you feel about it) as my DM has made this ruling.) Also assume the fall is intentional (on my turn/not done by an enemy or enemy’s turn).

  1. Fly at 1,005ft, fall (drop prone?) in 1 round (1000ft), next round recover (stand up from prone), land safely or continue to fly.

  2. Fly at 600ft, fall, to 60ft recover to fly normally.

  3. Fly at 600ft, fall, to 60ft cast feather as a reaction to falling. This scenario could also include carrying a halfling (600ft), then dropping her, and she can cast feather fall (as a reaction) 60ft before hitting the ground.

Feel free to add additional cool scenarios that could work. Or if a scenario doesnt work, what would be needed to make it work.

If possible please use citations, especially if any of the scenarios are invalid/against the rules.

Are these proposed effects of consecrated ground suitable for Curse of Strahd?

I believe that existing rules imply the existence of consecrated ground not created by the hallow spell (see Are there published effects of Consecrated (not Hallowed) Ground?)

I am currently running Curse of Strahd, and would like to have some of the churches be merely consecrated ground, and others be hallowed (which would be a stronger effect).

In particular,

Since there does not appear to be at present a rules description of the effects of consecrated (but not hallowed) ground, for the purposes of my game I would like to treat consecrated ground as

Undead standing on consecrated ground have disadvantage on all saving throws

(to mirror the effects of desecrated ground in the DMG) and

Undead standing on consecrated ground take d6 radiant damage at the start of their turn

(to mirror the DMG description of holy water purifying desecrated ground, to provide a cinematic effect of Strahd zombies bursting into flame as they attack a church, and to provide PC’s a safer zone where they may be attacked by vampires and vampire spawn but at least their foes can’t regenerate)

To balance this second effect I would add the following to the effects of desecrated ground as described in the DMG:

Celestials who use their Healing Touch while on desecrated ground have it count as two uses toward their daily limit.

Would providing these benefits to the consecrated ground at the various holy sites within Barovia disrupt any plot points or unbalance any encounters within Curse of Strahd?

Effects of Consecrated Ground

The paladin’s divine sense ability, and the detect good and evil spell, presuppose the existence of both consecrated and desecrated ground. The paladin ability further suggests one way to create them.

you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Note that by saying "as with" the Hallow spell, rather than "by" the Hallow spell, it is implied that there are other ways to consecrate or desecrate ground. This is further implied by the strict size and shape permitted by the hallow spell but with the DMG description of desecrated ground allowing it to be "of any size".

Both the spell and the ability reveal that objects rather than areas may be consecrated or desecrated as well, an effect that is not brought about by the Hallow spell.

Thus it is clearly established that while the Hallow spell is one way to produce consecrated or desecrated ground, it is not the only way.

The DMG describes the only effect of desecrated ground as

Undead standing on desecrated ground have advantage on all saving throws

which is noticeably weaker than the effects of Hallow.

I am currently running Curse of Strahd, and would like to have some of the churches be merely consecrated ground, and others be hallowed (which would be a stronger effect).

In particular,

Since there does not appear to be a rules description of the effects of consecrated but not hallowed ground, for the purposes of my game I would like to treat consecrated ground as

Undead standing on consecrated ground have disadvantage on all saving throws

(to mirror that of desecrated ground in the DMG) and

Undead standing on consecrated ground take d6 radiant damage at the start of their turn

(to mirror the DMG description of holy water purifying desecrated ground, to provide a cinematic effect of Strahd zombies bursting into flame as they attack a church, and to provide PC’s a safer zone where they may be attacked by vampires and vampire spawn but at least their foes can’t regenerate)

To balance this second effect I would add the following to desecrated ground:

Celestials who use their Healing Touch while on desecrated ground have it count as two uses toward their daily limit.

Questions:

  1. Is there any description of the effects of consecrated ground already existing in the rules that I have missed?

  2. Would providing these benefits to the consecrated ground at the various holy sites within Barovia disrupt any plot points or unbalance any encounters within Curse of Strahd?