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Jump + Levitate
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3008940" data-attributes="member: 20805"><p>I read levitate as a static 'elevator' type effect. Once in the air, the character must have purchase against something to get moving.. which would mean a levitate + jump could end up with the character floating mid-way over the lava with nothing to push against <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> I would probably go with a +5 to the Jump check for using levitate to get some range.. its a little extra boost but not much. {+5 vice +4 since the check result = distance moved. A simple one square further makes more sense to me and ensures that the spell isn't 'wasted' when the jump check ends up being right on the mark}</p><p> {eg, Jump check result of 20 + 4 still = 20' movement...}</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3008940, member: 20805"] I read levitate as a static 'elevator' type effect. Once in the air, the character must have purchase against something to get moving.. which would mean a levitate + jump could end up with the character floating mid-way over the lava with nothing to push against :) I would probably go with a +5 to the Jump check for using levitate to get some range.. its a little extra boost but not much. {+5 vice +4 since the check result = distance moved. A simple one square further makes more sense to me and ensures that the spell isn't 'wasted' when the jump check ends up being right on the mark} {eg, Jump check result of 20 + 4 still = 20' movement...} [/QUOTE]
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Jump + Levitate
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