Jump
(Alteration)


L^: mu1
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R#: T
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D^: S
C^: v.s.m
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CT: 2
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S^: None
A^: Creature touched
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Effect: 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 M-U beyond the 1st,
he or she is able to empower 1 additional leap,
so a Theurgist (MU4) can cast a jump spell which enables the recipient to make 2 leaps, 3 leaps at 7th level, etc.

Duration: All leaps must be completed within 1 turn after the spell is cast, for after that period has elapsed the spell wears off.

MC: A grasshopper's hind leg, one for each leap, to be broken when the leap is made.

<optionally, Jumping modifiers from the DSG/WSG could be applied>
 

WSG: A possible, but risky, means of ascending (but not descending)
a slope or a cliff face -- since the spell “does not insure
any safety in landing or grasping at the end of the leap.” If a
place exists for the jumper to land upon or grab onto, he must
make a successful DEX Check at the end of the jump to land
safely. If no such place exists, or if he fails the check, he will fall.

To determine the chance of a protrusion, the DM
can use the Grappling Success Table (see the section on Using
Rope for Movement and Climbing) or simply rule that a safe
landinglgrabbing spot always exists, except on a smooth slope or
smooth cliff face, where the chance is 50%. (Fingers and toes
can find purchase on places where a grappling hook would not
usually catch.)