Difference between revisions of "Jump (spell)"

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[[File:Jump (spell).jpg|right|465px|thumb]]
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[[File:Jump (spell).jpg|right|525px|thumb]]
'''Jump''' enables a recipient the ability to leap into the air as a means to bypass obstacles, cross crevasses and jump from vertically in order to reach a high place. In addition, the power can be used to leap about the battlefield, engaging scattered enemies by crossing great distances in a bound.
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'''Jump''' is a spell that grants the recipient the ability to leap into the air, allowing them to bypass obstacles, cross [[Chasm|crevasses]], or ascend vertically to reach high places. Beyond mere traversal, this power enables the recipient to bound across the battlefield, swiftly engaging scattered enemies by covering great distances in a single leap. The spell's versatility makes it invaluable for both combat and exploration, providing enhanced mobility where conventional movement would fail.
  
 
{{Spelltable
 
{{Spelltable
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| level = [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Mage 1st Level Spells|mage (1st)]]
 
}}
 
}}
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If the recipient is granted multiple jumps, these may be stored and used at will, though all leaps must be completed within 1 minute (5 rounds) per caster level. Any unused jumps beyond this limit dissipate, lost as the spell's magic fades.
  
If the recipient can perform multiple jumps, these may be saved up and used when desired; however, all jumps must be made within 1 minute, or 5 rounds, per level of the casterAll unused jumps after the total time has passed are lost to the recipient, due to the spell having dissipated.
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== Execution ==
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Jumps range between 10 and 30 feet, or 2-6 [[Combat Hex|hexes]]. Each 10-foot increment, or part thereof, consumes 1 [[Action Points|action point]] (AP)Thus, if the character Winstead performs a 25-foot leap, the action costs 3 AP. The target hex must be clear of combatants and obstructions to ensure a safe landing. Jumping into an occupied space, onto an unstable surface or towards a location requiring a mid-air grab necessitates a [[Dexterity (ability stat)|dexterity]] [[Ability Checks|check]].
  
== Execution ==
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: '''For example''': If Winstead leaps 20 feet upward to seize a tree limb, a dexterity check is required. If the check fails, he [[Falling|falls]] the full distance. Similarly, attempting to leap across a room to land atop a stool — an unstable surface — demands a check. Failure results in [[Collisions & Crashes|crashing]] to the floor, causing 1-6 damage rather than suffering full falling damage.
Jumps may be between 10 and 30 ft., or 2-6 [[Combat Hex|hexes]].  Each 10 ft. distance or part thereof requires 1 [[Action Points|action point]] (AP).  '''Thus''', if the character Winstead were to make a jump of 25 ft., that would cost Winstead 3 AP.  The target hex must be empty of combatants and obstructions if a safe landing is to be presumed. Jumping into other persons; onto an unstable surface; or to a place where the recipient must grab something, requires a [[Dexterity (ability stat)|dexterity]] [[Ability Checks|check]].
 
  
: '''For example''': if Winstead were to leap 20 ft. upwards to catch a tree limb, that would require a check; likewise if he were to try and jump to across a room to land on a stool, which wouldn't be a stable surface.  With regards to the tree limb, if he failed the check, he'd [[Falling|fall]] 20 ft.; if he failed the check while landing on a stool, he'd merely [[Collisions & Crashes|crash]] to the floor, taking 1-6 damage, rather than suffering a fall. If he were jumping into a hex with another person, and failed to make a dexterity check, both he and the other person would take 1-6 damage.
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: Jumping into an occupied hex presents additional risks. If Winstead leaps into a hex containing another person and fails the required dexterity check, both he and the other individual take 1-6 damage. Against an enemy combatant, failure is automatic. While Winstead may succeed in stunning the opponent and forcing them from the hex, leaving himself in control of the space, otherwise, the enemy chooses an adjacent hex for Winstead to land in. Nearby enemies shift accordingly to ensure he is left standing alone in an unoccupied space.
  
Possessing the [[Sure-footedness (sage study)|sure-footedness]] [[Sage Study|sage study]] grants a +2 bonus to this dexterity check.
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A character possessing the [[Sure-footedness (sage study)|sure-footedness]] [[Sage Study|sage study]] gains a +2 bonus to dexterity checks related to this spell.
  
 
== Combat ==
 
== Combat ==
Recipients may [[Roll to Hit|swing]] in [[Combat|combat]] ordinarily and then use the rest of their movement to jump away. If the jump is made before attacking, the last spent AP for the jump may ''also'' be applied to the recipient's combat expenditure.
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Recipients may [[Roll to Hit|swing]] in [[Combat|combat]] as normal and then use their remaining movement to jump away. If the jump is executed before attacking, the final AP spent on the jump may ''also'' contribute toward the recipient's combat expenditure, effectively allowing for a seamless transition from movement to attack.
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: '''For example''': Winstead leaps 20 feet toward an enemy, spending 2 AP to cover the distance. He requires an additional 2 AP to swing his mace upon landing. The first AP propels him into the air, while the second completes his jump and simultaneously initiates his attack. Upon landing, he completes the strike, expending a total of 3 AP.
  
: '''For example''': Winstead makes a jump of 20 ft. at an enemy, using 2 AP to cover the distance.  He needs 2 AP to swing his mace and hit the enemy upon landing. Using the 1st AP to jump, Winstead uses his 2nd AP to finish his jump AND start his swing; as he lands, he completes his swing, using 3 AP altogether.
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During the leap, the recipient may also use the motion to [[Drawing a Weapon while Moving|draw a weapon]], just as they would when running forward. This ensures that jumping does not hinder the ability to enter combat fully prepared.
  
The recipient can also use the time of the jump to [[Drawing a Weapon while Moving|draw a weapon]], as he'd be free to do if he were using his action points to run forward.
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Jumping does not provoke an [[Attack of Opportunity|attack of opportunity]], allowing the recipient to reposition freely without opening themselves to immediate retaliation.
  
Jumping does not enable the enemy to make an [[Attack of Opportunity|attack of opportunity]].
 
  
[[Category: Magical Spells]]
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[[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 23:59, 21 February 2025

Jump (spell).jpg

Jump is a spell that grants the recipient the ability to leap into the air, allowing them to bypass obstacles, cross crevasses, or ascend vertically to reach high places. Beyond mere traversal, this power enables the recipient to bound across the battlefield, swiftly engaging scattered enemies by covering great distances in a single leap. The spell's versatility makes it invaluable for both combat and exploration, providing enhanced mobility where conventional movement would fail.

Jump
Range touch
Duration 1 jump per level; see text
Area of Effect 1 creature
Casting Time 1 round
Saving Throw none
Level mage (1st)

If the recipient is granted multiple jumps, these may be stored and used at will, though all leaps must be completed within 1 minute (5 rounds) per caster level. Any unused jumps beyond this limit dissipate, lost as the spell's magic fades.

Execution

Jumps range between 10 and 30 feet, or 2-6 hexes. Each 10-foot increment, or part thereof, consumes 1 action point (AP). Thus, if the character Winstead performs a 25-foot leap, the action costs 3 AP. The target hex must be clear of combatants and obstructions to ensure a safe landing. Jumping into an occupied space, onto an unstable surface or towards a location requiring a mid-air grab necessitates a dexterity check.

For example: If Winstead leaps 20 feet upward to seize a tree limb, a dexterity check is required. If the check fails, he falls the full distance. Similarly, attempting to leap across a room to land atop a stool — an unstable surface — demands a check. Failure results in crashing to the floor, causing 1-6 damage rather than suffering full falling damage.
Jumping into an occupied hex presents additional risks. If Winstead leaps into a hex containing another person and fails the required dexterity check, both he and the other individual take 1-6 damage. Against an enemy combatant, failure is automatic. While Winstead may succeed in stunning the opponent and forcing them from the hex, leaving himself in control of the space, otherwise, the enemy chooses an adjacent hex for Winstead to land in. Nearby enemies shift accordingly to ensure he is left standing alone in an unoccupied space.

A character possessing the sure-footedness sage study gains a +2 bonus to dexterity checks related to this spell.

Combat

Recipients may swing in combat as normal and then use their remaining movement to jump away. If the jump is executed before attacking, the final AP spent on the jump may also contribute toward the recipient's combat expenditure, effectively allowing for a seamless transition from movement to attack.

For example: Winstead leaps 20 feet toward an enemy, spending 2 AP to cover the distance. He requires an additional 2 AP to swing his mace upon landing. The first AP propels him into the air, while the second completes his jump and simultaneously initiates his attack. Upon landing, he completes the strike, expending a total of 3 AP.

During the leap, the recipient may also use the motion to draw a weapon, just as they would when running forward. This ensures that jumping does not hinder the ability to enter combat fully prepared.

Jumping does not provoke an attack of opportunity, allowing the recipient to reposition freely without opening themselves to immediate retaliation.