Jump to content

AD&D Players Handbook/Database/Spells/Magic-User/Jump

From singerhosting
Revision as of 16:23, 27 August 2026 by JohnRS421 (talk | contribs) (1 revision imported)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
  1. Jump


Class Magic-User
Spell level 1
School Alteration
Reversible No
Range Touch
Duration Special
Area of Effect Creature touched
Components V, S, M
Casting Time I segment
Saving Throw None


    1. Description

When this spell is cast, the individual is empowered to leap up to 30' forward or 10' backward or straight upward. Horizontal leaps forward or backward are in only a slight arc - about 2'/10' of distance traveled. The jump spell does not insure any safety in landing or grasping at the end of the leap. For every 3 additional levels of experience of the magic-user beyond the lst, he or she is able to empower 1 additional leap, so a 4th level magic-user can cast a jump spell which enables the recipient to make 2 leaps, 3 leaps at 7th level, etc. All leaps must be completed within 1 turn after the spell is cast, for after that period has elapsed the spell wears off. The material component of this spell is a grasshopper's hind leg, one for each leap, to be broken when the leap is made.

    1. Source

Supplied Players Handbook PDF, PDF page 68. Original printed page is approximately 66 for this portion of the scan. Source column: L.

OCR source record

Level: I Components: V, S, M Range: Touch Casting Time: I segment Duration: Special Saving Throw: None Area of Effect: Creature touched Explanation/Description: When this spell is cast, the individual is empowered to leap up to 30' forward or 10' backward or straight upward. Horizontal leaps forward or backward are in only a slight arc - about 2'/10' of distance traveled. The jump spell does not insure any safety in landing or grasping at the end of the leap. For every 3 additional levels of experience of the magic-user beyond the lst, he or she is able to empower 1 additional leap, so a 4th level magic-user can cast a jump spell which enables the recipient to make 2 leaps, 3 leaps at 7th level, etc. All leaps must be completed within 1 turn after the spell is cast, for after that period has elapsed the spell wears off. The material component of this spell is a grasshopper's hind leg, one for each leap, to be broken when the leap is made.