Alteration
Level Magic-user 1
Components V, S, M
Casting Time 1 segment
Range Touch
Area of Effect One creature
Duration 10 rounds (or until discharged)
Save nil
This spell allows the recipient to leap—over spaces or obstacles and into or away from melee.
One leap plus one leap per 3 caster levels over 1st are permitted during the duration (1st=1; 4th=2; 7th=3; 10th=4; 13th=3; etc.). When all permitted leaps are taken, the spell ends.
The recipient has two options each round when they desire to use the leap ability: Leap or Fleeing Leap.
Leap. [innate] (minor, 1 segment) The recipient can leap as an innate ability. If entering melee as part of a leap, the attack is treated as a charge attack. The recipient does not lose their ability to charge after the spell and does not have a limit on the number of charge attacks taken when using the leap ability. If leaving melee, you treat the leap as an innate ability and then during the movement phase [other], you can move up to half your speed. The leap part of your movement is treated as a thief's spring away ability.
The recipient can make the following leaps and cannot move before making a leap (but can move afterward):
Forward Leap. Leap up to 30 feet forward (can be used as a charge attack);
Backward Leap. Leap up to 10 feet backward;
Leap Up. Leap 10 feet straight up (measured at the bottom of the feet);
Fleeing Leap. [flee] (declared; major, time spent moving) The recipient in melee can declare their intent to flee, and can use the leap to flee. The leap occurs during the fleeing phase and, after the leap, you can move up to half your speed. The leap part of your movement is treated as a thief's spring away ability. The recipient can only use a backward leap or leap up as part of fleeing movement.
Leap attributes:
When leaping backward, the recipient only gains 2 feet of altitude. When making a forward leap, the recipient gains 2-ft. of altitude per 10 feet leaped (i.e. 2-ft. to 6-ft. high).
Risks of Leaping
If leaping up or backward in sloped, obstructed, or slippery terrain, the recipient must make a Dexterity save vs. Petrify or fall, taking 1d3 damage per 10-ft. leapt (per the GM). Those falling will be prone for the duration of the round and cannot act further. Falling occurs before charge attacks by the recipient but after immediate attacks (by those being charged).
If the recipient is attempting to catch something in the air (grabbing an object or a tree branch), the GM will adjudicate how to determine success. Typically, only circumstances involving high difficulty will require a roll (thin rope, slippery branches, something almost out of reach), etc. For example, leaping up to an 8-ft. dry ledge some 3+-ft. deep will not require a check. However, if the ledge is thinner and/or slippery, the GM may require a check or saving throw.
Material Components. One hind leg of a grasshopper per leap to be taken. All are consumed once the casting is complete regardless of the number of jumps taken. Cost/Scarcity. None/Common.
Known Substitutions. Using a single leg from a grig gives +2 leaps and +10 feet to each leap.