- School
- Transmutation
- Level
- Druid 1, magus 1, ranger 1, sorcerer/wizard 1, summoner 1, witch patron (The Rebel) 1
- Casting Time
- 1 standard action
- Components
- V, S, M
- Range
- Touch
- Target
- Creature touched
- Duration
- 10 minutes/level or until discharged (see text)
- Saving Throw
- Will negates (harmless)
- Spell Resistance
- Yes
The subject of the jump spell is empowered to make great leaps. As a move action or as part of any movement action, he can make a long (horizontal) jump of up to his move speed, or a high (vertical) jump of up to one-third his move speed. No skill check is needed to make the jump, and no running start is required. (However, the spell does not guarantee a safe landing if, for example, the endpoint of the jump is an unstable or narrow surface, or is otherwise hazardous.) The distance jumped counts against the character’s movement for the round. For horizontal leaps, the jump reaches its peak (one-fourth the horizontal distance) at the halfway point.
The spell allows the subject to make a total number of jumps equal to 1 per caster level. When the last leap has been made, the spell ends.
Material Component: A grasshopper’s hind leg, which you break when the spell is cast.