Difference between revisions of "Jump (spell)"
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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; a safe landing after the jump is presumed to be automatic, so long as the surface is stable. Jumping onto an unstable surface, or to a place where the recipient must grab something, requires a [[Dexterity (ability stat)|dexterity]] [[Ability Checks|check]]. | 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; a safe landing after the jump is presumed to be automatic, so long as the surface is stable. Jumping 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''' | + | : '''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. |
Possessing the [[Sure-footedness (sage study)|sure-footedness]] [[Sage Study|sage study]] grants a +2 bonus to this dexterity check. | Possessing the [[Sure-footedness (sage study)|sure-footedness]] [[Sage Study|sage study]] grants a +2 bonus to this dexterity check. |
Revision as of 20:17, 1 December 2021
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.
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 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 caster. All unused jumps after the total time has passed are lost to the recipient, due to the spell having dissipated.
Execution
Jumps may be between 10 and 30 ft., or 2-6 hexes. Each 10 ft. distance or part thereof requires 1 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; a safe landing after the jump is presumed to be automatic, so long as the surface is stable. Jumping onto an unstable surface, or to a place where the recipient must grab something, requires a dexterity 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 fall 20 ft.; if he failed the check while landing on a stool, he'd merely crash to the floor, taking 1-6 damage, rather than suffering a fall.
Possessing the sure-footedness sage study grants a +2 bonus to this dexterity check.
Combat
Recipients may swing in 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.
- 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.
The recipient can also use the time of the jump to draw a weapon, as he'd be free to do if he were using his action points to run forward.
Jumping does not enable the enemy to make an attack of opportunity.