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Color Spray spell
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<blockquote data-quote="CapnZapp" data-source="post: 7022120" data-attributes="member: 12731"><p>If the spell gave you a "Jump Speed" of 50 ft or even 30 ft, that would sure be something. </p><p></p><p>Alas, it doesn't - it "triples your jump speed" but <strong>doesn't actually extend your allowed movement for the round</strong>. </p><p></p><p>This means that fighter can only "clear 50 ft horizontal" if he sacrifices his action plus his movement for the round, including the 10 ft running start required. But it gets worse...</p><p>* If he starts the round 15 ft away from the obstacle (a fifty foot wide chasm, say) he simply won't reach across. The rules doesn't go so far as to say he's stuck midair at the end of his turn; I would probably give him a Dex check to catch on to the far side since he came so close.</p><p>* If he starts 5 ft away, he simply won't reach across (since he needs a 10 ft running start)</p><p></p><p>This means you will almost never reach your full potential (3 x Strength feet). You will almost always have to settle for jumps that are significantly shorter than your maximum for round structure reasons.</p><p></p><p>* If he's a Finesse fighter (with a great Dex) he won't reach across. </p><p></p><p>The spell blows and blows hard, mostly because it involves the sucky movement rules for jumping. If it gave you a "Jump Speed" the spell would have been much easier and faster to use, and much better overall. (Especially for the low-Strength spellcaster - why sweet Bejezus would a spellcaster devise a spell he or she could not use her or himself...?!)</p><p></p><p>But also because it (im most cases) requires a round of set-up (positioning yourself at the precise spot where you will make the jump). Not to speak of the horrendous action cost - the wizard's Cast Spell action AND the fighter's Dash action. </p><p></p><p></p><p>It's certainly not something either. </p><p></p><p>In fact, it's extremely and boringly mundane - and for no good reason. Would it have broken the game to simply say "you can jump 30 ft in any direction" (regardless of Strength or quirky movement rules)? No. Would the spell have been overpowered if it said "the creature you touch instantly jumps 30 ft in any direction of its choosing"? No. </p><p></p><p>But both these cases would have been more colorful, more action-laden, less complex, faster and more fun.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7022120, member: 12731"] If the spell gave you a "Jump Speed" of 50 ft or even 30 ft, that would sure be something. Alas, it doesn't - it "triples your jump speed" but [B]doesn't actually extend your allowed movement for the round[/B]. This means that fighter can only "clear 50 ft horizontal" if he sacrifices his action plus his movement for the round, including the 10 ft running start required. But it gets worse... * If he starts the round 15 ft away from the obstacle (a fifty foot wide chasm, say) he simply won't reach across. The rules doesn't go so far as to say he's stuck midair at the end of his turn; I would probably give him a Dex check to catch on to the far side since he came so close. * If he starts 5 ft away, he simply won't reach across (since he needs a 10 ft running start) This means you will almost never reach your full potential (3 x Strength feet). You will almost always have to settle for jumps that are significantly shorter than your maximum for round structure reasons. * If he's a Finesse fighter (with a great Dex) he won't reach across. The spell blows and blows hard, mostly because it involves the sucky movement rules for jumping. If it gave you a "Jump Speed" the spell would have been much easier and faster to use, and much better overall. (Especially for the low-Strength spellcaster - why sweet Bejezus would a spellcaster devise a spell he or she could not use her or himself...?!) But also because it (im most cases) requires a round of set-up (positioning yourself at the precise spot where you will make the jump). Not to speak of the horrendous action cost - the wizard's Cast Spell action AND the fighter's Dash action. It's certainly not something either. In fact, it's extremely and boringly mundane - and for no good reason. Would it have broken the game to simply say "you can jump 30 ft in any direction" (regardless of Strength or quirky movement rules)? No. Would the spell have been overpowered if it said "the creature you touch instantly jumps 30 ft in any direction of its choosing"? No. But both these cases would have been more colorful, more action-laden, less complex, faster and more fun. [/QUOTE]
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