Fandom

Dungeons and Dragons Wiki

Hyperjump (3.5e Spell)

9,976pages on
this wiki
Add New Page
Talk0 Share

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Created By
Foxwarrior (talk)
Date Created: 4/13/10
Status: Just started
Editing: Please feel free to edit constructively!
Balance: Rogue


{{#set: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. }} {{#set:School=Conjuration }}

Hyperjump
Conjuration ({{#arraymap: Teleportation|, |x|{{#set:Subschool=x}}x}})
Level: {{#arraymap: Sorcerer/Wizard 5|,|x|Level::x}}
Components: ,|z|Component::z}}
Casting time: 1 round
Range: Personal and touch{{#set:Range=Other}}
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 Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Also on Fandom

Random Wiki