jump spell baldursgate3 wiki guide 150px 2

Enhance Leap

Level 1 Transmutation Spell

Triple a creature's jumping distance.

jump spell baldursgate3 wiki guide 35px10 turns

icon weapon type bg3 wiki guideMelee

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 1 Spell Slot  

Enhance Leap (Jump) is a Spell in Baldur's Gate 3. Jump is a Lvl 1 Spell from the Transmutation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Enhance Leap Information

  • Description: Triple a creature's jumping distance.
  • Level: Lvl 1 spell
  • School: Transmutation School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range:icon weapon type bg3 wiki guideMelee
  • Duration: 10 turns
  • Saving Throw: None
  • Ritual Spell: Yes

How to Acquire Enhance Leap

Enhance Leap Tips & Notes

  • Enhance Leap is a ritual spell which can be cast without expending a spell slot outside combat.
  • The spell provides extremely good mobility given basic jumping is already very effective.

 

Lvl 1 Spells
Animal Friendship  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Challenge to Duel  ♦  Charm Person  ♦  Chromatic Orb  ♦  Chromatic Orb: Acid (Lvl 1)  ♦  Chromatic Orb: Cold (Lvl 1)  ♦  Chromatic Orb: Fire (Lvl 1)  ♦  Chromatic Orb: Lightning (Lvl 1)  ♦  Chromatic Orb: Poison (Lvl 1)  ♦  Chromatic Orb: Thunder (Lvl 1)  ♦  Colour Spray  ♦  Command (Halt)  ♦  Compelled Duel  ♦  Create or Destroy Water  ♦  Create Water  ♦  Cure Wounds  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Divine Favour  ♦  Ensnaring Strike  ♦  Entangle  ♦  Expeditious Retreat  ♦  Faerie Fire  ♦  False Life  ♦  Feather Fall  ♦  Find Familiar  ♦  Find Familiar: Cat  ♦  Find Familiar: Crab  ♦  Find Familiar: Frog  ♦  Find Familiar: Rat  ♦  Find Familiar: Raven  ♦  Find Familiar: Spider  ♦  Fog Cloud  ♦  Goodberry  ♦  Grease  ♦  Guiding Bolt  ♦  Hail of Thorns  ♦  Healing Word  ♦  Hellish Rebuke  ♦  Heroism  ♦  Hex  ♦  Hunter's Mark  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armour  ♦  Magic Missile  ♦  Protection from Evil and Good  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite (Spell)  ♦  Shield  ♦  Shield of Faith  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Witch Bolt  ♦  Wrathful Smite

 




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    • Anonymous

      It's a ridiculously good spell actually. Especially if you specialise in Archery. Think about it, you can leap from the ground up onto roofs and high vantage points to get better shots off with height advantage. If you know there's a fight coming up you can pre-cast it so you don't spend the first Action of combat applying it. It's not just for Archers, mind you, but since a lot of other casters have so many great choices for spells, it often doesn't get picked. But on my Ranger you bet this and Hunter's Mark are the no-brainer picks at level 2.

      • Anonymous

        This spell is great. IF it's a little annoying to apply to your party...

        Feather Fall applies in an area around you.
        Longstrider can be upcast to target multiple allies.

        Enhance Leap can be cast on a single person at a time no matter what. Sadge.

        • Anonymous

          This thing is so OP that it's worth multiclassing Thief with EVERY melee build that uses their normal bonus action for damage. Have your Wizard or Druid precast it on everyone right before combat. Enemy distance is no longer a factor.

          • To be honest, for what it costs & offers this is possibly the most overpowered spell in the game.
            It borderline trivializes distance & terrain obstacles as a concept, and makes your characters have what is basically screen-wide teleport.
            The enemy AI is also not really adept at fighting against players that can jump up to 30 meters every round.
            Its hella fun but broken as all hell.
            Making it "only" double the jump distance may be a reasonable nerf.

            • Anonymous

              Another cool use for sorcerers - metamagic is free on Ritual spells (doesn't cost any sorcery points) so you can Extend this spell before combat and get it for 20 turns

              • Anonymous

                This spell is basically fly without concentration. Which can be cast on allies and is a ritual. It's insane.

                Easily overlooked because it's not as great in the classic tabletop format. Mainly because in tabletop format, jumping across a battlefield or up cliffs would require a skill check and also because most tabletop battles don't have detailed environments with complex line of sight and terrain at many various heights.

                In Baldur's gate we don't make skill checks to jump, jump is a bonus action and the terrain is complex, offering many tactics advantages for being able to rapidly reposition. This spell is S+ tier.

                • Anonymous

                  My high strength characters can jump across most of the battlefield with this and to me it is amazing. 10/10 spell

                  I found this works very well with Sorcerer sub classes - WIld Magic and Storm Sorcery. By casting a level one spell slot or higher (unlimited with this and other ritual spells) you can proc wild magic more often for more Tides of Chaos or always have an escape button with Tempestuous Magic and fly away without taking opportunity attacks.

                  • Anonymous

                    Doesn't consume level 1 spell slot resource (ritual), so free to use when out of combat, consumes 1 action when in combat.

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