Courses / TH / Light as a Feather

Light as a Feather

Code:
TH 363
Prerequisites:
Advised:
Qualifies For:
Level:
3
Study DC:
11

Light As A Feather

Spell (Undispellable)

Time:
Action
Target:
You
Cost:
Duration:
Until you take a long rest

You become light as a feather, gaining all these bonuses while you are unencumbered:
You gain additional movement speed.
You get the Featherweight ability.
You get the Acrobatic ability.
You get the Super Long Jump ability.
You get the Super High Jump ability.

You have these bonuses as long as you are not encumbered, even while carrying or dragging another creature or object, as long as they are not heavy enough to encumber you.

Alternatively, this ability can prevent you from being encumbered or lessen the effects of encumbrance on you (encumbrance halves your movement speed or, with enough weight, can immobilize you).
You may give up the other bonuses from this ability to carry an additional 2 weight. You may not be able to jump real high or walk on water anymore, but you also won’t move at a crawl or sink like a stone when others would, and the ability to carry more loot could be valuable.

You can end this spell as a fast action (and regain the SP spent to cast it).

Tags: Action, Spell, Self, Enchantment, Permanent, Undispellable, Buff, Mobility

Featherweight

Passive

You take no fall damage.
You have concealment from tremorsense.
Most objects can support your weight.
You can walk across the surface of water.
Swimming up does not cost additional movement.

Falling:
A creature falls up to 500 ft. per round, at the end of its turn.
At the end of a fall of 10 ft. or more, a creature takes 1 blunt damage for every foot that it fell, up to a limit of 500 damage.
A creature which takes 100 or more damage from a fall may instantly die at the Headmaster’s discretion.
A soft landing area, the ability to fly or glide, or other mitigating factors may prevent or reduce the damage you take from falling.

Tags: Mobility, Jump

Acrobatic

Passive


Tags: Mobility, Skill

Super Long Jump

Passive


You have advantage on tests of skill to long jump.

Long Jump (in ft.) = d20 + Health + Strength or Agility + Movement - 30

Long Jump:
As part of your move, you can jump across up to a number of feet equal to your roll on a test of skill to long jump, rounded down to the nearest 5 ft.
The height of a long jump is normally less than 5 ft.
You can ignore difficult terrain you jump over.
Subtract the distance you jumped from your remaining movement. If you have any movement left over, you may spend it to move as normal.
If the distance you jumped exceeds your remaining movement, reduce it to 0.
(Jumping can provoke attacks of opportunity.)
(If you are jumping to a lower elevation, you may be able to jump further.)
(If you are short by 5 ft., the Headmaster may allow you to make the jump, but trip, or grab hold of a ledge, or face another consequence for barely missing.)

Tags: Mobility, Skill, Jump

Super High Jump

Passive

You have advantage on tests of skill to high jump.

When you high jump, it does not provoke attacks of opportunity.
(Enemies with Halt can still arrest your ascent.)

You may choose to fall at any point during your turn, instead of waiting until the end of your turn (and holding your action to perform a jump attack).

As normal, if you hit a creature with a melee weapon while falling, add the damage for falling that far to your first hit against them during that fall.

High Jump Roll
= d20 + Health + Strength or Agility
DC 20 = 5 ft., DC 30 = 10 ft., DC 40 = 15 ft.
+ 5 ft. / 30 ft. of movement

High Jump:
By spending the entirety of your move action, you can jump upwards up to a number of feet based on what you roll
(DC 20 = 5 ft., DC 30 = 10 ft., DC 40 = 15 ft., …)
plus 5 ft. per 30 ft. of movement you have left.

High Long Jump:
When you high jump, you can also long jump using the same roll (just apply movement - 30 to it to get the long jump distance).

Falling:
A creature falls up to 500 ft. per round, at the end of its turn.
At the end of a fall of 10 ft. or more, a creature takes 1 blunt damage for every foot that it fell, up to a limit of 500 damage.
A creature which takes 100 or more damage from a fall may instantly die at the Headmaster’s discretion.
A soft landing area, the ability to fly or glide, or other mitigating factors may prevent or reduce the damage you take from falling.

Tags: Mobility, Skill, Damage, Jump

Skyrocket

Ability

Trigger:
When you spend your action to dash and then high jump

The Super High Jump bonus from this spell must be active to use this ability.

Add up to 30 ft. to your jump’s height.

Tags: Ability, Jump, Mobility

“Inevitable death, from above!”


Upgrades
Name Effort Requires Description
Light 20 Super High Jump
Super Long Jump
Featherweight
Advantage on tests of skill to tumble
Speed +10 5 Speed +10 ft.
Speed +20 5 Speed +10 Speed +20 ft.
Speed +30 5 Speed +20 Speed +30 ft.
You can use Skyrocket
Extra Credit
Double Jump
Effort: 5
Requires: Light
You can jump while in midair. Once you use this ability, you cannot use it again until you land on something solid.
Previous: See the Threads
Next: Gleam 3