Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
Material Component:
a grasshopper's hind leg
Verbal Component:
Potentia Salire
Verbal Component (Alternative):
Aid this leap, jump far and high; give a boost into the sky.
Classes: Druid, Ranger, Sorcerer, Wizard, Rogue, Artificer
Domain: Travel
Tags: Movement
Source: Player's Handbook [5th Edition] (page 254)
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Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
What happens when a jump spell gives a creature a jump distance greater than its walking speed?
Your jump is limited by how far you can move; each foot jumped uses a foot of movement. You can take the Dash action if you want to extend how far you can move on your turn.
For example, if you have a Strength score of 15, you can normally leap 15 feet when you make a long jump if you move at least 10 feet immediately beforehand. If the jump spell is cast on you, that potential jump distance is tripled. That’s a jump of 45 feet! If your speed is 30 feet, you can use only 30 feet of that jump distance on your turn, unless you take the Dash action, which allows you to leap the full 45 feet. [source: Sage Advice Compendium]
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).