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High Jump and Long Jump are Athletic skill checks that reference or modify the 'Leap basic action', dependent on success or failure, and take an additional Action to perform. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks. There's a level 10 feat called Wind Jump that gives you a ki spell similar to flying jumps in wuxia media, there's also a stance for sword wielding monks called Peafowl Stance but you will find the monk weapon options very limited, your mention of demonic sect also reminded me of the Clinging Shadows stance and this one ki spell called Shadow's. Long Jump makes you Leap. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. Cloud Jump Feat15. Long Hammer is interesting becasue it's Meteor Hammer but with versatile. Overall that will come to around 2-4 encounters per sessions so around 2-4 sessions per level. and at 18 or above, ability boosts only raise it by one so you can't hit above 22 naturally, afaik. 0. First is the extension of Long Jump and High Jump. That being said, pf2e is (by default) a slower leveling system relative to 5e, but not by a gigantic margin. Long Jump has Leap as a subordinate action, and modifies its distance. It increases the. 0. The most important traits: Reach, Trip are still there but you can go for P instead of B, which sometimes may be great. Success: You Leap a distance equal to your check result rounded down to the nearest 5 feet. Since there are no clear rules on this, I want to houserule some, and am looking for input. For example: Dancing Leaf would add 5 feet to the Leap Action making it 15 (20 for 30+) feet or 8 feet Vertically. You still only Leap 10 feet if you fail though. You lengthen your stride beyond what should be possible. If you want to try just building a character I host a PFS builder world for the community here: I personally host four instances (with four licenses) on a single $10/mo linode. You spend actions on the Flying Kick activity, not the subordinate action jumps or strikes, those are free with the Flying Kick. The distance you normally cover with a jump is tripled. If you fail to hold your breath, you begin to drown. You take a careful, short jump. Also, see. You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. That being said, I would probably recommend what many others would recommend, which is the Beginner Box + Troubles in Otari. Combat scenarios and non combat ones are competing for the same time. Attempt an Athletics check against the target's Fortitude DC. It's been way more fun for me personally than say 5E or even PF1E. I have to assume that this is intended. Other than cantrips, that means they have 15 rounds out of 11 encounters to do something other than electric arc. Heightened (2nd) The duration increases to 8 hours. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. His Speed is 25 + 10 from Longstrider = 35. If it was a bomb, the alchemist takes damage from the bomb, and any. Go to the rules tab in your new effect, click new and paste. 90m in the rarefied air of Mexico City at the 1968. Depends on the jump being attempted, but let's do a few scenarios - note that grapples are available in all of these, assuming the character can actually reach the target, and further note that for a high-jump, every foot of elevation is a +4 or +8 to the DC so the length of the weapon in use may make a considerable difference, and reaching high enough to. This post is labelled with the Advice flair, which means extra special attention is called to the Be Kind and Respectful rule. Almost all interior fights will be within 60ft. Spell 3. Fork. With a standardized goal, the GM always knows how potent that reward is. Flying Kick is a 2 action activity that includes two "subordinate actions", a leap/high jump/long jump and then a strike. But you'll want to jump horizontally much more often than vertially and for that, Assurance + Quick Jump is indeed better. A Long Jump or a High Jump is normally 2 actions and need a run-up. Maximum strength is 16 at level 3. You don't even know if it's difficult terrain or not until you do your Acrobatics check!Cheat sheet of common combat actions. I take Cloud Jump as two abilities. For more on talismans, see page 565. Leap. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You are bleeding out or otherwise at death’s door. Jumping is essentially movement. Of those, Age of Ashes should be approached with caution as it is the first one made while the system was still in development. 5e it's being there for such a long time, that people actually forgot how Bonus Actions, Concentration, How Many Spells I can cast in a turn and other mechanics aren't actually that simple and straightforward to understand. As noted in the Mount specialty basic action (page 472), your mount needs to be at least one size larger than you and willing. And if he has Assurance (athletics) he can chose to automatically success High Jump during Sudden Leap up to 25 ft (10+6+10=26). And finally thanks to Powerful Leap, you can add 5 feet to the distance your Leap would ordinarily cover. This will allow you to jump 20 feet at level 6 (assuming Expert Athletics) without any check or chance of failure. Monsters are generally unique and flavorful, with actual mechanics supporting the lore. RAW yes, the spell cast in sequence would allow you to double or even triple air jump, but no GM is probably going to allow that. " Long Jump: "You Stride, then make a horizontal Leap and attempt an. The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). 592 4. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. Yes, 2. Feats like Sudden Leap let melee martials attack any enemy they can jump to; the jump spell, and later Cloud Jump, can make 30' vertical leap-attacks entirely reasonable. This is negated by Quick Jump, but that leaves the other benefit: 2. com LONG JUMP ATHLETICS SKILL ACTION You Stride, then make a horizontal Leap and attempt an Athletics check to increase the. r/Pathfinder2e • Is PF2e too hard, or am I dumb? r/Pathfinder2e • 5e master trying to jump. Long Jump. Source Core Rulebook pg. Yes - as long as it is written convincingly. There really isn't much pre-buffing or long-term casting set up. basically you're able to jump further. If you want to Long Jump 35 feet, then you need to make a DC 35 check. Prerequisite(s) trained in Athletics. . When you High Jump, use the calculation for a Long Jump but don’t triple the distance. ugh. . Alchemist’s fire deals the listed. (See the "in depth action rules" sidebar on CRB 461). You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. Volley. ’. And the same is true of Step of the Wind. Pathfinder is a fantasy tabletop roleplaying game (RPG) where you and a group of friends gather to tell a tale of brave heroes and cunning villains in a world filled with terrifying monsters and amazing treasures. What i say "good design". Running High jump gets you up 3+Strength Modifier; Standing High Jump gets you up (3+Str Mod)/2; Strength (Athletics) check to jump a bit higher than. Third: PF2e, in particular, has to be cognizant of the fact that commercial products from Paizo are now being built on the back of our system. General: Skill: general. Pf2e centers around a pretty tight balence core. When you make a standing long jump, you can leap only half that distance. Long Jump >> You Stride, and if you move at least 10 feet, roll an Athletics check in an attempt to Leap horizontally in the same direction. high-tech-low-life. Beyond, in part because of how limiting, relatively speaking, 5e is, as. 5e master trying to jump into PF2e - How about unbalanced Action Economy. Leap lets you take a careful, short jump. Realistically, if your bones, tendons and muscles are strong enough to propel you to X feet in the air, they are definetely strong enough to absorb the shock of falling from X. Beginner Box ; Rulebooks . I absolutely adore the system! Coming from almost 7 years DMing 5e, PF2E is a breath of fresh air. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. If you spend another action, you increase that maximum distance to 185 feet which lets you fully benefit from the tripled distance of cloud jump. You can use High Jump and Long Jump as a single action instead of 2 actions. Let's call this the jumping rule. The Fighter Sudden Leap feat (PF2C p150), which is otherwise identical to the Barbarian feat with the same name, specify a two. Your movement and position determine how you can interact with the world. Our table either uses 5e terminology (short rest/long rest) or a modified version of PF2e terminology (rest/camp). Half your diagonal square is occupied by a hard barrier. Run first game of pf2e in VR and recreated first part of Beginner Box. View Cart; Help; Pathfinder . If you want to Long Jump 35 feet, then you need to make a DC 35 check. Free Archetype: Bloodline Breadth. Cavalier: No real way to convert a PF1e Cavalier to PF2e, although Fighter with both the Cavalier and Duelist Archetype starts to approach it. Enjoy!Some conditions exist relative to one another or share a similar theme. In Pathfinder 2, it's the same, as the rules state: Each time your character reaches 1,000 Experience Points, their level increases by 1. Overall I like new reach weapons (and reprints of older ones) but I can't shake the feeling we are pretty much getting the same stuff but slightly. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). High jump success = 5 feet vert. Press J to jump to the feed. Karl0vich •. Spell 3. Nope, we don't have anything like that. If you're coming from 5e, you really need to read and watch a. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. Update the PF2E's World Clock so that it stores the time as a timestamp from a fixed date (like how the modules do it). 242 4. Use this mode when the characters return home or otherwise aren’t adventuring. Long Jump distance moved = Stride + horizontal leap. (Depending on the actual game and edition being played, they may need to be. Last Update: August 19, 2019 19:36. Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1. 241) READY [CONCENTRATE] Choose an action you can perform and a trigger for that action. Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the. This can be trivially increased to 40 feet by level 3 with the Fleet and Nimble Elf feats. For 2e. Can I break up my movement so that I take a Leap action in the middle of a Stride action?This video is sponsored by the Battlezoo line of Pathfinder-compatib. These two sentences constitute 98% of this spell's power. In a long jump that is. A talisman is a special, single-use item you affix to your armor, a weapon, or elsewhere, allowing you to activate the talisman later for a special benefit. A set of full plate is only 30 GP! Even spyglasses, notorious wastes of money, have been brought down a peg or two: the best version in the Core book is only 80 GP. When you high jump, you follow the rules of long jump without tripling the distance. Bob Beamon flew out to a world record 8. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long. GM 2 years ago. 158 votes, 286 comments. This is the benchmark we will use for this discussion. You unparalleled athletic skill allows you to jump impossible distances. When you gain a skill feat, you must select a general feat with the skill trait; you can’t select a general feat that lacks the skill trait. Improve this answer. When every individual action counts, you enter the encounter mode of play. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear. 9 Bulk. Movement in Encounters. Gotta Go Fast: The Fastest Possible PF2e Build. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). Long Jump - Pathfinder 2 - pf2easy. The biggest gripe I have is the simplified AC. If the character has Prepared spellcasting, the player may choose a spell slot to expend to gain extra charges equal to the level of the spell slot. Search or jump to. 12. The process is similar for other homebrew, including your own, so long as it is broadly compatible with the 5e-tools json spec. Combat in Pf2e usually takes a bit longer than in 5e. Some people can find the wall of text in the books a bit intimidating, and I'm hoping this comic will demystify and simplify the rules. On the other hand, you will have to do some predictions and actually call for breaks if your players go completely off-rails. Leap lets you take a careful, short jump. Quick Jump decreases Long Jump to one action, but it forgoes the Stride which is normally part of Long Jump. 0. The bind itself: alias +jumpy "+duck; +jump; -forward; -back" alias -jumpy "-duck. The DC of the check is equal to 5 plus the total distance in feet you’re attempting to move during your Leap (so Leaping 20 feet would require a DC 25 check). 6. Maybe a level a session or a time jump between each short. Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. This DC might be increased or decreased due to the situation, as determined by the GM. High Jump [two-actions] You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you Fail or Critically Fail, you Leap normally (perform the 'Leap basic action'), Leap then fall prone, or fall prone without Leaping; If you Succeed, you increase your. You are flat-footed and take a –2 circumstance penalty to attack rolls. Does this mean I can cast jump, go directly up 30ft, then proceed to cast another jump spell to avoid falling, and as long as I keeping casting jump spells, avoid falling, effectively achieving a. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. You unparalleled athletic skill allows you to jump impossible distances. Skill UsesLike you, I was a long time 5e player and DM (6 years or so), and my group and I made the switch to PF2E in November. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. And it takes around 1 hour per 4 rounds of fight. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). My least-favorite part of PF2E's new systems is bulk. Nothing official has been said, but the most common reading (and the one I agree with) is that they CAN stack. Source Core Rulebook pg. Rope is very flexible, and easy to add to pack, and very unobtrusive. Notifications. But the art for the Tengu ancestry has a beak at least as long as a forearm and the art for the Pirate archetype depicts a tengu with a beak that’s as tall as the rest of the character’s head. 3: Use the "3-action economy" system instead of "Active action + Move Action + quick action". The Athletics skill offers Long Jump and High Jump activities, which each cost 2 actions and can be taken by any creature, and allow you to move a greater distance based on how high your check result is. Wonky Jump spell mechanics??? ‘You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. ago. Halve this result for a standing long jump to determine where you land. At least I can easily jump from 1,5 meters, but have no chance of jumping to 0,75 meters. Since AoOs are very rare in PF2e, short range teleporting in combat is less useful (mostly to move around environmental obstacles), so it could fit in PF2e. It is an event in which the nat-ural ability of the athlete plays a large role and technique is of secondary importance. Let me explain. 0. A creature with the invisible condition (by way of an invisibility spell or invisibility potion, for example) is automatically undetected to any creatures relying on sight as their only precise sense. The Leap basic action is used for High Jump and Long Jump. Powerful Leap Feat 2. View all figurehead. Looks to me like 15 feet, counting a Wall Jump. The long jump, as we know it today, has been part of the Olympics since the first Games in 1896. 2: port over some of the skills from PF2 or 5e or some combination. Well, as you correctly identified the BB changed some rules to be simpler, but what you seem to forget here is that a) The Beginner Box is an adventure and . run-jump-run I am totally fine. When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the. Wow I love your second point. Drop prone, crawl and stand up are clustered. No touch armor class (Magic just bounces off armor now) Flat footed is only a -2 and so many things grant this bonus, but it doesn't stack, it becomes pretty much useless for more than one player to use it. 0. When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. The spells that can be cast from a staff are listed. 470 4. When you Long Jump or High Jump, you can also. Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). This rule assumes that the height of your jump doesn't. • Barbarian jump/leap attacks So I was reading some feats for barbarian and was thinking to take Sudden Leap. Players learning pf2e are usually unsure just what they can do in combat besides the basics. In PF2e the medicine skill can be used to make Treat Wounds checks. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. I don't know. New Spells: True Strike, Mirror Image, Haste, Black Tentacles. 2. You affect the world around you primarily by using actions, which produce effects. Leap lets you take a careful, short jump. While its the same to add the PF2e CRB to your current FGU, all that rule content is already free and community added in Foundry. Simple Calendar: Great for time keeping, a calendar and reminders. They might say, "Wow, that was cool, take 50 xp!" And at level 1, that's great! But it won't be long until that 50 xp is in the same bracket as 0 xp. Page 260: The Cloud Jump feat referred to exceeding a "limit" without spelling out exactly which limit. General advice with APs that revolve around some plot or investogation- make sure to read ahead through all parts of the AP to avoid messing up some part of the plot! (The summery in the beginning of part 1 is not enough to know all the plotpoints) 11. Assuming powerful leap is taken, I interpret: High jump crit = 8 ft vert. 0. Long Jump requires you to have room to make a "running start" before the jump. , with 1-2 short rests sprinkled throughout, in order to provide an appropriate level of challenge, assuming the players and GM both play at about the same strategic level. Re: Quick Jump especially considering that the 10 foot Stride ordinarily makes High Jump and Long Jump require 3 actions to execute This is not correct. For two actions, you stride and then make a horizontal leap. You seek perfection—honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. Prerequisites trained in Athletics. Invisible. The Leap basic action is used for High Jump and Long Jump. This is a more versatile way of handling inline rolls. Ranger: 14str, Movement 30' Long Jump: Standing 7, 10+ Movement 14 Monk: 14str, Movement 40' Long Jump: Standing 7, 10+ Movement 14. Fighter: Close enough to the PF1e Version, and given the mechanical differences is arguably better. If you didn't Stride at least 10 feet, you automatically fail your check. 478 4. You must use two hands to fire a longbow, and it can’t be used while mounted. All of this contributes to more people exploring systems outside of 5e, and potentially landing on Pf2e as. Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. (p. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage. Thanks for the help!. View all cursed items. Additionally it is used for offensive maneuvers in combat such as Disarm, Grapple, Shove, and Trip as well as defensively in the form of Escape. Find the DC,. On the plus side this means your prep time won't be a lot bigger than if you were running the adventure in 5e, since you have to do the "converting" part pretty much on the fly. This thread is archived. 5E feats are optional and very few in number. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Me and my group just migrated from pf1e. You gain a fly Speed equal to your Speed. Now if you go look at the High Jump and Long Jump actions they say this: High Jump: "You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. Every round, each participant takes a turn in an established order. The Activate an Item activity for these items includes a mix of the listed activation components, but. You jump 30 feet in any direction without touching the ground. 13m in 1935, a distance that was not exceeded until 1960. You can't ever have above an 18 at character creation regardless of rolling vs. Flying Kick distance moved = Stride + horizontal leap. It would seem that, taken together, you could use one action to jump ten feet. Voting closed r/Pathfinder2e • Paizo, I. Iirc, falling damage you take is relative to your original position—so if you jump up 30 feet and descend 50 feet (somehow), you'd take 20 feet of fall damage. All of the movement from Jump is movement that can theoretically provoke an attack of opportunity. If you’re adjacent to a wall. +5 proficiency +3 Str +2 status bonus for using your own score = +10. If you are aiming for this feat, it becomes much more worth it to pick up Wall Jump to scale large cliffs or walls with multiple jumps. Standing up ends the prone condition. 6: End so deep into the heart-breaker-homebrew rabbit hole that I would burn myself. Prerequisites master in Athletics. Rocco Giusto April 3, 2023 The Athletics Skill The Athletics Skill represents a character’s ability to perform several physically demanding tasks like Swimming, Climbing, Jumping, and Breaking Objects. The Leap basic action is used for High Jump and Long Jump. Leap allows you to jump 3 feet upwards or 5 feet horizontally. Beginner Box ; Rulebooks . Each 3 feet Moved in the magical Jump only counts as 1 from your MV. You pick how far you want to jump in order to set the DC. • 7 mo. Mounted Combat. Spell 1. If you get a 10 minute rest between each one, that means they can cast a single spell for 4 encounters, a single focus spell for four encounters, and then they have cantrips for the rest of the day. View all intelligent items. This is exemplified by the fact that two of the greatest long jumpers in history, Jesse Owens and While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically. If your check succeeds, you land on your feet at the far end. Attitudes: Friendly, Helpful, Hostile, Indifferent, Unfriendly. *Powerful Leap means you can increase the distance you jump horizontally (which includes Long Jump) by 5. The DC 30 check to increase your vertical jump distance is rather brutal at low levels. Bane (Using the Workbench aura if available, if not apply PF2e system effect to targets) ; Bless (Using the Workbench aura if available, if not apply PF2e system effect to targets) ; Inspire Courage (Using the Workbench aura if available, if not. You Stride, then attempt a DC 15 Athletics check to Long Jump in the direction you were Striding. (usually used for kz it doesn't makes sense in deathmatch, casual, pug servers). Your character attempts to jump an unusually long distance or pull off a stunt midjump. Long Jump requires a 10ft running start and an athletics check equal to the distance you. Martial characters don't have resources to burn for flashy. They must spend this time resting in a comfortable and secure location, typically in bed. Sever encounters its almost guaranteed. Requirements You have at least one free hand or have your target grappled or restrained. Hence my current hunt for the facts, which do seem to be evading me. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). So the answer is 3 feet. In downtime, you can sum up the important events of a whole day with just one roll. Prerequisite(s) master in Athletics You can use your momentum from a jump to propel yourself off a wall. Your legs surge with strength, ready to leap high and far. Quick jump lets you spend one fewer. The goal of a fast paced group should be 3-5 encounters per session. If you would like to try a “clean” one let me know and I’ll set up a world for you to play in. Upload the art for your fox form to the server (not into a system directory as it'll get wiped next update). Source Core Rulebook pg. [Archives of Nethys - PF2e] Rage of. #189, new favorites feature, theme adjustment, spell tables, and more! r/Pathfinder2e • Mummy's Mask Conversion to PF2e; including loot, monsters, traps, and more! (Complete). Alternatively, use the 3-action Springing Leap for the same distance, but no chance to redirect. Deadly d10: greater striking rune major striking rune rapier greater striking rune. New ttrpg players can still pick up pf2e. Wall Jump Feat 7. Search or jump to. Having to have two hands for a reach weapon is the standard, its apart of the core design paizo made an active decision to follow. Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You jump 30 feet in any direction without touching the ground. Transferring a rune from a runestone is free in terms of gold cost, and takes one day of crafting. It's not really clear though. Price 2,750 gp. You can use High Jump and Long Jump as a single action instead of 2 actions. All responses make sense, thanks! I’m trying desperately to reconcile Kyra’s bulk rating vis a vis. r/Pathfinder2e. Link wanderersguide. Requirements Your Speed is at least 10 feet. Climbing normally takes 2 hands, so jumping can save you like 2 actions of sheathing your weapon and shield. It also would remove having to add exemptions for current or future time keeping modules. Actions. However if you've been playing 1e for a long time then it may not be needed if you're fine where you are. Item 17. For example, the 35-40 feet they travels on a long jump (with all the relevant skills) let them move 7-8 squares with an action. Catfall Treat falls as 10 feet shorter, 25 if you're an expert in acrobatics, and so on. As someone who made the jump to pf2e from 5e i think that 2e is great for people who want a more advanced system for their gaming. For two actions, you stride and then make a horizontal leap. 3+3+2=8<9 from animal form. Or like, trying to run between bits of cover and casting a spell. Leap lets you take a careful, short jump. If you open it up to any dimension door effect, greensting slayer magus and sandman bard both get relatively weak sneak attack and the dimension door spell. That's why Cloud Jump let's you use multiple actions on a Jump, in case your extended distance would exceed your speed. 467 4. Yeah, that sounds fine actually. Press question mark to learn the rest of the keyboard shortcutsScrolls. View all held items. Prerequisites expert in Athletics. Where the Fighter is the master of arms and armor, the Monk is the master fighting unarmed and unarmored. All but the largest gems weigh about half as much as a coin, so about 2,000 gems is 1 Bulk. If you didn’t Stride at least 10 feet,. Does this mean I can cast jump, go directly up 30ft, then proceed to cast another jump spell to avoid falling, and as long as I keeping casting jump spells, avoid falling, effectively achieving a.