So question about the jump spell: I know that normal long jump requires 1 foot of movement for every foot of leaping:
"Long Jump. 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. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement."
Also here's the text of the Jump spell:
"You touch a creature. The creature's jump distance is tripled until the spell ends."
Specifically, my question here is, How do you determine how much raw movement you need for leaping while affected by Jump? Could a human with STR 20 moves 10 feet (of the total 30) and then leap (under the effect of the Jump spell) for a grand total of 70 feet of movement? Will that be ok because the untripled leaping distance equals the remaining 20 feet of regular movement?
RAW, you must have available movement to use while jumping, so your hypothetical human with STR 20 could do the following by taking the Dash action:
(Normal) Run 10 feet, jump 20ft, [Land], Run 10 ft, Jump 20ft
(Jump) Run 10ft, jump 20ft, remain airborne for 30ft, [Land]
Either way, you can only move up to your normal distance, but Jump allows you to spend more of that time in the air. This lets you cross larger spans, but unless you're dashing, hasted, or have a significant land speed, it won't make much of a difference. (For example, casting it on a Riding Horse would be a good move.)
Edit: Here is a [SageAdvice] that supports what I've said.
RAW, you must have available movement to use while jumping, so your hypothetical human with STR 20 could do the following by taking the Dash action:
(Normal) Run 10 feet, jump 20ft, [Land], Run 10 feet jump 20feet
(Jump) Run 10ft, jump 20ft, remain airborne for 30ft, [Land]
Either way, you can only move up to your normal distance, but Jump allows you to spend more of that time in the air. This lets you cross larger spans, but unless you're dashing, it won't make much of a difference.
It's probably not the best application of RAW, but I've always ruled it's like reverse difficult terrain; while your jump distance is tripled, you jump 3 feet for every 1 foot of movement you spend. Like I said, not really RAW, but not gamebreaking, IMO, and it keeps the spell from making your jump distance outpace your movement.
So question about the jump spell: I know that normal long jump requires 1 foot of movement for every foot of leaping:
"Long Jump. 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. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement."
Also here's the text of the Jump spell:
"You touch a creature. The creature's jump distance is tripled until the spell ends."
Specifically, my question here is, How do you determine how much raw movement you need for leaping while affected by Jump? Could a human with STR 20 moves 10 feet (of the total 30) and then leap (under the effect of the Jump spell) for a grand total of 70 feet of movement? Will that be ok because the untripled leaping distance equals the remaining 20 feet of regular movement?
RAW, you must have available movement to use while jumping, so your hypothetical human with STR 20 could do the following by taking the Dash action:
(Normal) Run 10 feet, jump 20ft, [Land], Run 10 ft, Jump 20ft
(Jump) Run 10ft, jump 20ft, remain airborne for 30ft, [Land]
Either way, you can only move up to your normal distance, but Jump allows you to spend more of that time in the air. This lets you cross larger spans, but unless you're dashing, hasted, or have a significant land speed, it won't make much of a difference. (For example, casting it on a Riding Horse would be a good move.)
Edit: Here is a [SageAdvice] that supports what I've said.
It's probably not the best application of RAW, but I've always ruled it's like reverse difficult terrain; while your jump distance is tripled, you jump 3 feet for every 1 foot of movement you spend. Like I said, not really RAW, but not gamebreaking, IMO, and it keeps the spell from making your jump distance outpace your movement.
I'm with Memnosyne. The spell doesn't say it changes movement, so it doesn't.
Notably, it also triples standing long jump, so you can just jump 30 feet without walking first.
A rogue or especially a monk could fully utilize this spell effect.