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''[[Psionic]] Spell, Psychometabolics, Altering, Manifestation'' | __NOAUTOLINKS__ | ||
{| class="creature" | |||
'''APC:''' 1 | |+ | ||
| | |||
'''SPC:''' 5 | == '''Jump''' == | ||
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'''Range:''' Self | |''[[Psionic]] Spell, Psychometabolics, Altering, Manifestation'' | ||
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'''Requires:''' Verbal | |'''APC:''' 1 | ||
|- | |||
'''Duration:''' Instantaneous | |'''SPC:''' 5 | ||
|- | |||
Until the start of your next turn, your vertical and horizontal jump distance both increase by a number of ft equal to triple your Psionic Power (e.g., if you have Psionic Power 4, your vertical and horizontal jump distance both increase by | |'''Range:''' Self | ||
|- | |||
|'''Requires:''' Verbal | |||
[[Psionic Spells|[Back to Psionic Spells]]] | |- | ||
|'''Duration:''' Instantaneous | |||
|- | |||
!Spell Description | |||
|- | |||
|Until the start of your next turn, your vertical and horizontal jump distance both increase by a number of ft equal to triple your Psionic Power (e.g., if you have Psionic Power 4, your vertical and horizontal jump distance both increase by 12 ft). During this time, double the distance you can move when you spend AP to move. In order to complete a jump’s full distance, you must spend enough AP to move that whole distance; if you do not, your jump ends when you run out of movement. | |||
|} | |||
[[Psionic Spells|[Back to Psionic Spells]]]<br> | |||
Revision as of 16:37, 6 July 2024
Jump |
| Psionic Spell, Psychometabolics, Altering, Manifestation |
| APC: 1 |
| SPC: 5 |
| Range: Self |
| Requires: Verbal |
| Duration: Instantaneous |
| Spell Description |
|---|
| Until the start of your next turn, your vertical and horizontal jump distance both increase by a number of ft equal to triple your Psionic Power (e.g., if you have Psionic Power 4, your vertical and horizontal jump distance both increase by 12 ft). During this time, double the distance you can move when you spend AP to move. In order to complete a jump’s full distance, you must spend enough AP to move that whole distance; if you do not, your jump ends when you run out of movement. |