Enhance LeapLevel 1 Transmutation Spell Triple a creature's jumping distance. 10 turns Melee |
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Action Level 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
- Range:Melee
- Duration: 10 turns
- Saving Throw: None
- Ritual Spell: Yes
How to Acquire Enhance Leap
- Jump can be acquired by the following classes:
- Jump can be cast by using the following Items:
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.
- 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.
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.
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