DM: Garrett's had enough of you and your bunny. He uses an attack to force you off the ledge. Aaaaand you failed to save against falling. Since you're a pegasus, roll Acrobatics to recover in midair.
Pinkie Pie: Wait! At the start of my turn, I use Inspire Competence!
DM: That bonus turns out to be… just enough to help Fluttershy get back up to the battlefield.
Fluttershy: Thank you, Pinkie!
Pinkie Pie: No problem! I also use a Majestic Word on Rainbow Dash to heal her up, since she's been taking hits from all those ninjas! The Majestic Word is "iridescent"! Alright, buster! Prepare to experience the fury of Hideous Laughter! Why are there fences around a graveyard? Because people are DYING to get in!
SFX: (BA-DUM TISH)
DM: Natural 1. Fate has judged you for that joke.
Pinkie Pie: Hold up a sec! If I come up with a better one, can I try again?!
DM: ...On your next turn.
Brand new Tales of New Dunhaven podcast! It's actually about a week late due to Story Time, but hey!
Session 12-1 - The Third Act Job, Part 1: LibsynYouTube
And given that she gets to try again instead of just applying the miss effects suggests that this is a failure by GM fiat and thus the power isn't expended :P
This is the point at which the pedant in me would normally point out that you can't use forced movement to drop someone off a ledge. But since I created this sequence it seems a little hypocritical to do so, so I won't :P
The last Sage ruling I saw to that effect was that forced movement (including teleport) couldn't move the target into a 'dangerous' square (open space, pool of acid, middle of volcano, etc), which they acknowledged was more for fairness in organized play events than for any other reason. That's actually the reason Twilight hasn't used her one teleport power to simply drop Elusive off the balcony (something which I was pretty sure the player would try to do otherwise).
I'm not sure how that would apply to flying creatures, given that in 4e, flight was (for entirely silly reasons) considered an uber-powerful player-characters-must-never-have-it ability, but given that Fluttershy tends to forget she has wings, she probably counts as a non-flying creature for purposes of effects like that.
It's probably only changed for organized play events, then. It was pretty explicit in the rules -- you can move people into dangerous squares, but they get a save.
Also want to note that there's a *lot* of one-space push powers that don't have any effect unless you can push people into hazards, and a *lot* of one-space hazard-generators that don't have any effect unless you can force people into them. A ruling like that negates dozens of powers.
I have to admit I didn't consider what sort of action anything was (or initiative order) when I was putting the sequence together - I structured it like it might appear on the show, so there are mini-scenes that run from start to finish instead of being broken up by the turn sequence.
Maybe when it's all done I should post everything again in the order that I drew it, just so y'all can see the difference :)
Brand new Tales of New Dunhaven podcast! It's actually about a week late due to Story Time, but hey!
Session 12-1 - The Third Act Job, Part 1: Libsyn YouTube