Hyperjump (3.5e Spell)

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Author: Foxwarrior (talk)
Date Created: 4/13/10
Status: Just started
Editing: Clarity edits only please
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Hyperjump
Conjuration (Teleportation)
Level: Sorcerer/Wizard 5
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.



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Foxwarrior's Homebrew (716 Articles)
Foxwarriorv
Article BalanceHigh +
AuthorFoxwarrior +
ComponentV + and S +
Identifier3.5e Spell +
LevelSorcerer/Wizard 5 +
RangeOther +
RatingUndiscussed +
SchoolConjuration +
SubschoolTeleportation +
SummaryWith a cry of joy or terror, you jump... and with a flash of light, you're gone, off in a semi-distant land. +
TitleHyperjump +