Jump
(Alteration)
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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.)