Hyperjump (3.5e Spell)
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Conjuration (Teleportation) | |
Level: | Sorcerer/Wizard 5 |
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Components: | V, S |
Casting time: | 1 round |
Range: | Personal and touch |
Target: | You and up to your maximum load in objects and willing creatures |
Duration: | Instantaneous |
Saving Throw: | None (willing) |
Spell Resistance: | No and Yes (object) |
With a cry of joy or terror, you jump with your tail sticking straight out. At the apex of your jump, you and your equipment disappear in a flash of light.
Make a Jump check. You and up to your maximum load travel up to a number of miles equal to your check in the direction of your choice.
You travel in precisely the chosen direction, so a feather fall spell will probably come in handy.
Verbal Component: The ability to speak languages is not a prerequisite for this spell.
Somatic Component: Hands are not required; Having a tail with some muscular control and being either quadrupedal (or more) or prone is.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
Foxwarriorv |
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Facts about "Hyperjump (3.5e Spell)"
Article Balance | High + |
Author | Foxwarrior + |
Component | V + and S + |
Identifier | 3.5e Spell + |
Level | Sorcerer/Wizard 5 + |
Range | Other + |
Rating | Undiscussed + |
School | Conjuration + |
Subschool | Teleportation + |
Summary | With a cry of joy or terror, you jump... and with a flash of light, you're gone, off in a semi-distant land. + |
Title | Hyperjump + |