If a person high jumps over a 6' bar, they still fall (take damage) from 6'. That is why there is a big mat High Jumpers land in. Same with pole vaulters. If clear a 20' bar, you are still falling (and take damage). The mats mitigate that damage in real life but you still fall.
If you use a jump spell, and at X height you fall, you take damage.
If you can jump with a spell 30', but you actually needed over 30' and miss the landing, you drop however high you are and take damage. If you jump 30' and the landing is 30' there is no damage as you landed during the jump. The jump does nothing to mitigate fall damage. Landing during the jump is what mitigates damage.
Technically speaking, there is no way to jump downwards, jumping in the rules gives only two options, Long Jump and High Jump. So there is no overlap with falling and jumping because you can't actually jump down, the moment you are in downwards movement, you are no longer jumping, you are falling. There is also nothing called an "Uncontrolled" fall, there is Falling. In falling, there is no distinction between "Controlled" or "Uncontrolled" there is only distance. If you fall 10 foot or more, you take fall damage.
Of course you can jump downwards. I do it all the time, jumping off the last few steps when I go down the stairs. There are ALOT of things we can do in daily life, which are in the game, but do not have explicit rules to them. Stop being obtuse. You are acting like a literalistic fundamentalist. This is not the bible.
There is nothing in the rules that indicate you can even jump downwards, so this is all a moot point. My original point is, if you want to go downwards 30 foot, with misty step, you can do this and receive no damage whereas jump gives no such option, you take the full fall damage of 30 foot. Jumping does not allow descent, no where in the rules at any point does Jumping permit this.
If you have the jump spell active, you can jump down 30 feet. The spell says you can jump 30 feet, and that is what you can do. Stop trying to mix in rules that do not apply here. Neither long-jump, high-jump or falling damage is valid here. They are either overwritten or don't trigger.
So yes, even if you say to your DM "I jump downwards", that is not an action covered under the rules of jumping, you are in fact falling. There are other ways to descend 30 foot which are not falling but Jumping is not one of them. Climbing down a cliff face, using the levitation spell, having a fly speed, walking down an incline would all be ways to descend 30 foot which are not falls however. And again, you refer to "controlled", the rules make no mention of controlled falls or control descents. So again, quote the rules you're referring too, because I assure you, you're just making it up since you assume it works in a way that it in fact does not work.
"Controlled descent" are my words, in an attempt to make you comprehend the simple thing Im trying to get across.
Let me try another angle then
Spells do what the spell description say they do. The jump-spell has one of the shortest and clearest description out there. "Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement."
Questions (even though you still have not answered my previous question):
Assuming you are jumping horizontally on a plain, even surface (with minimum altitude difference in the jump arc). How far can you jump under the effects of this spell?
Assuming you jump vertically, straight up. How high up can you jump?
There is a fortress-wall that is exactly 30 feet high. Under the effects of this spell, standing next to the base of it, can you jump onto the wall?
If your character, under this spell effect, were jumping as hard as she could, straight up, but right above her head, there was an invisible ceiling she immediately slammed into. How would you rule that?
Just because you think something should work one way, doesn't mean it does. Show in the rules anywhere that at all backs up what you says, you can't because that isn't in the rules, it isn't a rule, you just made it up.
Stop being an ass. You will only prompt me to become ruder.
The same goes for your claims.
Show me, in the rules, when and where you activate the fall-damage-rule. Explicitly.
I understand you have difficulties imagining some one standing on a 30 feet cliff and jumping down unharmed. That is a sight to behold. You know what is even more impossible and awe inspiring? Watching some one, from a standstill, jump 30 feet up. Which is exactly what this spell says you can. You know magic isnt really real, right?
There is a fortress-wall that is exactly 30 feet high. Under the effects of this spell, standing next to the base of it, can you jump onto the wall?
If your character, under this spell effect, were jumping as hard as she could, straight up, but right above her head, there was an invisible ceiling she immediately slammed into. How would you rule that?
That is the purpose of the 30' distance, you feet travel 30 feet so you land fine, if it is over 30' high, and you grab nothing, you fall 30'.
That is a nice trap. Take blugdning (sic) damage based on the invisible ceiling and how much further to reach 30', then falling damage.
If a person high jumps over a 6' bar, they still fall (take damage) from 6'. That is why there is a big mat High Jumpers land in. Same with pole vaulters. If clear a 20' bar, you are still falling (and take damage). The mats mitigate that damage in real life but you still fall.
If you use a jump spell, and at X height you fall, you take damage.
If you can jump with a spell 30', but you actually needed over 30' and miss the landing, you drop however high you are and take damage. If you jump 30' and the landing is 30' there is no damage as you landed during the jump. The jump does nothing to mitigate fall damage. Landing during the jump is what mitigates damage.
No. You cannot compare jumping under the effect of the jump spell with real world sports. Neither high jumpers nor pole vaulters land on their feet. If you jump 30 feet with this spell, and land on your ass, ofcourse you will take fall damage. That is the definition of a fall, and the falling-rules start applying.
My claim was, and still is, this:
If you use your muscles, no matter if they are magically enhanced or not, and jump straight up as hard as you can, and nothing disturbs your jump causing you to lose balance, you still possess the same strength that launched you into the air when you are about to go down. That strength is what you are mitigating the landing with, causing you to land without taking damage.
The landing is part of the jump. Just because you move downward does not trigger a fall, even though we commonly use that ward to describe downward movement.
Lets say I can jump 3 feet high (legs straight). Then, I climb a 3 foot ladder and jump off. You have 2 scenarios, of which you may only pick one.
As soon as I am jumping off, the fall damaga rule applies, but since its below 10 feet, I will not roll for damage.
Since the 3-feet-jump off the ladder is within my jumping distance (I can jump 3 feet high, remember), I am able to catch myself, coushining the landing, and are not elligable for the falling rules at all, since in no way or form have I fallen uncontrollably.
There is a fortress-wall that is exactly 30 feet high. Under the effects of this spell, standing next to the base of it, can you jump onto the wall?
If your character, under this spell effect, were jumping as hard as she could, straight up, but right above her head, there was an invisible ceiling she immediately slammed into. How would you rule that?
That is the purpose of the 30' distance, you feet travel 30 feet so you land fine, if it is over 30' high, and you grab nothing, you fall 30'.
Why would you suddenly fall? You are mid-jump.
Every time you jump, assuming you are not falling flat on your ass or hitting your head, your jump does not end as soon as your trajectory changes and starts pointing towards the ground. Your jump ends after you landed.
Go ahead. Stand up right now, IRL. Jump as high as you can. Were you able to catch yourself, coushining the fall? Yes you were.
If you had 10 times greater leg strength, and did not lose balance, you could jump 10 times as high (you are with me this far), but you could also catch yourself from a decent 10 times as high.
Stop confusing the word falling (which we always do in the second half of a jump) with the falling-rules. While jumping, returning back to earth has nothing to do with plummeting uncontrollably towards the ground (which the falling-rules are made for).
No. You cannot compare jumping under the effect of the jump spell with real world sports. Neither high jumpers nor pole vaulters land on their feet. If you jump 30 feet with this spell, and land on your ass, ofcourse you will take fall damage.
Why not? What is your experience with real world jumping? Your statement rings as someone who has never jumped. Why does magical jumping ignore falling if you do not land (e.g. miss) on the intended spot?
Lets say I can jump 3 feet high (legs straight). Then, I climb a 3 foot ladder and jump off. You have 2 scenarios, of which you may only pick one.
As soon as I am jumping off, the fall damaga rule applies, but since its below 10 feet, I will not roll for damage.
Since the 3-feet-jump off the ladder is within my jumping distance (height), I am able to catch myself, coushining the landing, and are not elligable for the falling rules at all, since in no way or form have I fallen uncontrollably.
Ignoring part one. You are ignoring knowledge aka skills. People jump get only 6" high and twist ankles because they do not know how to land. Landing is the knowledge/skill needed to mitigate damage. Landing has nothing to do with jumping. Landing is the result of jumping, but it is a separate piece of knowledge. Go to any countries military jump school, they teach you how to land. Once you learn that you can fall and know how to mitigate damage. I know a person that fell from 1/2 inch (tripping but was going down hard) but they knew how to land so was not damaged, but someone who did not know how to land probably would have broken a wrist, & been massively skinned up.
I think that Jump changes the normal jumping rules so that the 30 foot jump only costs 10 feet of movement. Unfortunately, this interpretation makes Expeditious Retreat completely useless.
No. You cannot compare jumping under the effect of the jump spell with real world sports. Neither high jumpers nor pole vaulters land on their feet. If you jump 30 feet with this spell, and land on your ass, ofcourse you will take fall damage.
Why not? What is your experience with real world jumping? Your statement rings as someone who has never jumped. Why does magical jumping ignore falling if you do not land (e.g. miss) on the intended spot?
Lets say I can jump 3 feet high (legs straight). Then, I climb a 3 foot ladder and jump off. You have 2 scenarios, of which you may only pick one.
As soon as I am jumping off, the fall damaga rule applies, but since its below 10 feet, I will not roll for damage.
Since the 3-feet-jump off the ladder is within my jumping distance (height), I am able to catch myself, coushining the landing, and are not elligable for the falling rules at all, since in no way or form have I fallen uncontrollably.
Ignoring part one. You are ignoring knowledge aka skills. People jump get only 6" high and twist ankles because they do not know how to land. Landing is the knowledge/skill needed to mitigate damage. Landing has nothing to do with jumping. Landing is the result of jumping, but it is a separate piece of knowledge. Go to any countries military jump school, they teach you how to land. Once you learn that you can fall and know how to mitigate damage. I know a person that fell from 1/2 inch (tripping but was going down hard) but they knew how to land so was not damaged, but someone who did not know how to land probably would have broken a wrist, & been massively skinned up.
Sigh. You have derailed so far off track, that I will stop answering your ramblings.
And dont pull your military crap on me. I've jumped from 20 thousand feet, that doesn't make me better at "understanding landings" in a fantasy game than any one else.
I think that Jump changes the normal jumping rules so that the 30 foot jump only costs 10 feet of movement. Unfortunately, this interpretation makes Expeditious Retreat completely useless.
Well it lasts 10 minutes vs 1 and you do go a bit further per round. But honestly expeditious retreat was already bad, so this just put the final nail in the coffin.
Every time you jump, assuming you are not falling flat on your ass or hitting your head, your jump does not end as soon as your trajectory changes and starts pointing towards the ground. Your jump ends after you landed.
There's no such thing as mid-jump, either you're jumping, or you not moving.
A jump end after the distance cleared is reached and you stop moving. If you jump 30 feet, the jump ends after such distance. Normally each foot you jump costs a foot of movement but in the case of Jump the distance increase exponentially.
So trying to make a 30 feet long jump over a 75 feet chasm will result in a fall since you're in midair after the jump.
Similarly, trying to make a 30 feet high jump in the air will result in a fall since you're in midair after the jump.
I've seen mixed information regarding the jump spell and jumping in the 2024 rules and I'm hoping for some clarity.
Using a jump, without the jump spell it states that "each foot you jump costs a foot of movement" as per the rules glossary.
The new jump spell says you can jump "up to 30ft" by spending 10ft.
What it doesn't clarify is if jumping using the jump spell no longer cost you movement in the same way as if you jumped without it?
My interpretation is that if you have 30ft base speed; you to take the 10ft and then jump, because of what the glossary says even with the jump spell the max distance is 20ft?
You could take the Dash action to then move 60ft, with 30 of that being a jump.
I have a player who's been using jump similar effect to misty step i.e. casts jump as a BA, then spends ten feet, jumps 30ft, and takes their remaining 20ft of non-jump movement. There are youtube videos which indicate it provides additional movement distance too.
My logic for dobuting this is because of the cost of jumping as per the glossary, but then it also means that misty step only gives you 10ft of additional movement compared to jumping, and avoids opportunity attacks...this doesn't seem comparable considering misty step is 2nd level and you have to use a spell slot each time - hope that makes sense...
Can anyone help?
Your player is correct. The spell allows you to exchange 10 feet of movement for 30 feet of jumping and there is no requirement to move beforehand. If the Jump spell is restricted by the jumping rules of the rules glossary, then the spell doesn't really do anything.
Misty Step escapes grapples. I don't think Jump doesn't. Misty Step can also allow you to move to a space you can see, but you can't walk/jump to (such as the other side of a glass wall).
By the way, you can have someone else cast Jump on you, then use Misty Step yourself, and do something with your action.
Misty Step escapes grapples. I don't think Jump doesn't. Misty Step can also allow you to move to a space you can see, but you can't walk/jump to (such as the other side of a glass wall).
I don't think jumping is possible while Grappled even under the effect of Jump because your Speed is 0 so you have none to spend to move in this way.
I think that Jump changes the normal jumping rules so that the 30 foot jump only costs 10 feet of movement. Unfortunately, this interpretation makes Expeditious Retreat completely useless.
Well it lasts 10 minutes vs 1 and you do go a bit further per round. But honestly expeditious retreat was already bad, so this just put the final nail in the coffin.
With Jump, you can spend ALL of your movement each turn jumping, tripling your speed, and it doesn't require concentration.
Every time you jump, assuming you are not falling flat on your ass or hitting your head, your jump does not end as soon as your trajectory changes and starts pointing towards the ground. Your jump ends after you landed.
There's no such thing as mid-jump, either you're jumping, or you not moving.
A jump end after the distance cleared is reached and you stop moving. If you jump 30 feet, the jump ends after such distance. Normally each foot you jump costs a foot of movement but in the case of Jump the distance increase exponentially.
Not what we're talking about. Also, ofcourse you can be mid jump. Jumping is not instantaneous.
Of course you can jump downwards. I do it all the time, jumping off the last few steps when I go down the stairs. There are ALOT of things we can do in daily life, which are in the game, but do not have explicit rules to them. Stop being obtuse. You are acting like a literalistic fundamentalist. This is not the bible.
This is a rules discussion in a rules forum, so again, the rules of jumping do not cover jumping downwards, it's simple as. Jumping applies to Long Jump and High Jump.
If you have the jump spell active, you can jump down 30 feet. The spell says you can jump 30 feet, and that is what you can do. Stop trying to mix in rules that do not apply here. Neither long-jump, high-jump or falling damage is valid here. They are either overwritten or don't trigger.
you can jump, but jumping applies only to long jump and high jump, been over this, no amount of wishful thinking will change this, The fact remains I can show the rules, you can't because you're just making it up.
When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”
"Controlled descent" are my words, in an attempt to make you comprehend the simple thing Im trying to get across.
And again, as I pointed out, you're just assuming how things should work and are not talking about what the rules are, which is basically admitting what you're saying is irrelevant.
Spells do what the spell description say they do. The jump-spell has one of the shortest and clearest description out there. "Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement."
Questions (even though you still have not answered my previous question):
Assuming you are jumping horizontally on a plain, even surface (with minimum altitude difference in the jump arc). How far can you jump under the effects of this spell?
Assuming you jump vertically, straight up. How high up can you jump?
There is a fortress-wall that is exactly 30 feet high. Under the effects of this spell, standing next to the base of it, can you jump onto the wall?
If your character, under this spell effect, were jumping as hard as she could, straight up, but right above her head, there was an invisible ceiling she immediately slammed into. How would you rule that?
3 is mildy interesting, since high jump is vertical, you technically jump straight up and down, however you can extend your arms so arguibly you wouldn't jump straight on to the wall but you could reach out for it to try and pull yourself on to it, which would likely be an athletics or acrobatics skill check. Most DMs however would likely hand wave this and say you can, sometimes it's just simpler but that doesn't mean it's what the rules say, just that people play it a certain way that they enjoy or speeds up the game.
4 is more interesting, however since the rules don't cover it, it is at point a DM needs to determine how they would rule it.
Stop being an ass. You will only prompt me to become ruder.
The same goes for your claims.
Show me, in the rules, when and where you activate the fall-damage-rule. Explicitly.
I understand you have difficulties imagining some one standing on a 30 feet cliff and jumping down unharmed. That is a sight to behold. You know what is even more impossible and awe inspiring? Watching some one, from a standstill, jump 30 feet up. Which is exactly what this spell says you can. You know magic isnt really real, right?
You really should read that first line back to yourself.
As for my claims, I have already pointed it out, jumping doesn't cover Descent at all, Falling covers all falls, there is nothing in the rules that differentiates between controlled and uncontrolled falls. You can say this area of the rules is ill-defined/described (and it is) but they simply went with the all capturing description.
Merrian-Webster defines a fall as: "to descend freely by the force of gravity". You can say this isn't the rules but I'd say a dictionary definition will do in it's place and given WotC is an American company, I'll defer to one of the more well known American dictionaries.
Also you know magic isn't real right? Why would you assume something that could propel you 30 feet in mere seconds would also protect you from any impacts you had from that movement? Well the spell itself doesn't say it gives you any type of protection against that. Of course in your early example of jumping into a Ceiling, that isn't defined in the rules but do you know what is defined? Falling.
Now stop being Contrarian for the sake of being Contrarian, if you're posting here then you should be aware this is a rules discussion and the rules clearly state that jumping applies to high jump and long jump, so jumping down would not be covered and as such the jump spell would do nothing for you if you were trying to jump down 30 feet while misty step would have you safely at the bottom taking no damage.
Also, ofcourse you can be mid jump. Jumping is not instantaneous.
You're jumping for as long as you are moving this way. Any instant before or after doing so is not jumping.
What you referred to as being mid-jump and not falling is after the jump, which is not mid-jump, but after it.
As long as you're jumping, you're not falling. So when you make a 30 feet long or high jump, you are not jumping the instant you've covered this distance.
Your claim that you're considered mid-jump after jumping 30 feet is not covered in the rules.
I think that Jump changes the normal jumping rules so that the 30 foot jump only costs 10 feet of movement. Unfortunately, this interpretation makes Expeditious Retreat completely useless.
Well it lasts 10 minutes vs 1 and you do go a bit further per round. But honestly expeditious retreat was already bad, so this just put the final nail in the coffin.
With Jump, you can spend ALL of your movement each turn jumping, tripling your speed, and it doesn't require concentration.
no, its limited to once on your turn. so with a dash you are at 80 feet a round vs 90 with a dash, dash with expeditious retreat. But again expeditious retreat always sucked so whatever.
no, its limited to once on your turn. so with a dash you are at 80 feet a round vs 90 with a dash, dash with expeditious retreat. But again expeditious retreat always sucked so whatever.
I think in all my typing I forgot the once per turn limit but we can all agree with you, Expeditious Retreat sucks... more so when longstrider is an option, 1 hour, no concentration and has the ability to up cast for multiple targets. More so in 2024 where some classes have a lot of Bonus Action contention like Monk (Flurry of blows), Bard (Inspiration) & Paladin (smites/divine favor/lay on hands/etc) as a few examples.
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If a person high jumps over a 6' bar, they still fall (take damage) from 6'. That is why there is a big mat High Jumpers land in. Same with pole vaulters. If clear a 20' bar, you are still falling (and take damage). The mats mitigate that damage in real life but you still fall.
If you use a jump spell, and at X height you fall, you take damage.
If you can jump with a spell 30', but you actually needed over 30' and miss the landing, you drop however high you are and take damage. If you jump 30' and the landing is 30' there is no damage as you landed during the jump. The jump does nothing to mitigate fall damage. Landing during the jump is what mitigates damage.
Of course you can jump downwards. I do it all the time, jumping off the last few steps when I go down the stairs. There are ALOT of things we can do in daily life, which are in the game, but do not have explicit rules to them. Stop being obtuse. You are acting like a literalistic fundamentalist. This is not the bible.
If you have the jump spell active, you can jump down 30 feet. The spell says you can jump 30 feet, and that is what you can do. Stop trying to mix in rules that do not apply here. Neither long-jump, high-jump or falling damage is valid here. They are either overwritten or don't trigger.
"Controlled descent" are my words, in an attempt to make you comprehend the simple thing Im trying to get across.
Let me try another angle then
Spells do what the spell description say they do. The jump-spell has one of the shortest and clearest description out there. "Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement."
Questions (even though you still have not answered my previous question):
Stop being an ass. You will only prompt me to become ruder.
The same goes for your claims.
Show me, in the rules, when and where you activate the fall-damage-rule. Explicitly.
I understand you have difficulties imagining some one standing on a 30 feet cliff and jumping down unharmed. That is a sight to behold. You know what is even more impossible and awe inspiring? Watching some one, from a standstill, jump 30 feet up. Which is exactly what this spell says you can. You know magic isnt really real, right?
That is the purpose of the 30' distance, you feet travel 30 feet so you land fine, if it is over 30' high, and you grab nothing, you fall 30'.
That is a nice trap. Take blugdning (sic) damage based on the invisible ceiling and how much further to reach 30', then falling damage.
No. You cannot compare jumping under the effect of the jump spell with real world sports. Neither high jumpers nor pole vaulters land on their feet. If you jump 30 feet with this spell, and land on your ass, ofcourse you will take fall damage. That is the definition of a fall, and the falling-rules start applying.
My claim was, and still is, this:
If you use your muscles, no matter if they are magically enhanced or not, and jump straight up as hard as you can, and nothing disturbs your jump causing you to lose balance, you still possess the same strength that launched you into the air when you are about to go down. That strength is what you are mitigating the landing with, causing you to land without taking damage.
The landing is part of the jump. Just because you move downward does not trigger a fall, even though we commonly use that ward to describe downward movement.
Lets say I can jump 3 feet high (legs straight). Then, I climb a 3 foot ladder and jump off. You have 2 scenarios, of which you may only pick one.
Why would you suddenly fall? You are mid-jump.
Every time you jump, assuming you are not falling flat on your ass or hitting your head, your jump does not end as soon as your trajectory changes and starts pointing towards the ground. Your jump ends after you landed.
Go ahead. Stand up right now, IRL. Jump as high as you can. Were you able to catch yourself, coushining the fall? Yes you were.
If you had 10 times greater leg strength, and did not lose balance, you could jump 10 times as high (you are with me this far), but you could also catch yourself from a decent 10 times as high.
Stop confusing the word falling (which we always do in the second half of a jump) with the falling-rules. While jumping, returning back to earth has nothing to do with plummeting uncontrollably towards the ground (which the falling-rules are made for).
So you are applying the falling damage rules without the person actually falling. How interesting. Exactly my point.
Why not? What is your experience with real world jumping? Your statement rings as someone who has never jumped. Why does magical jumping ignore falling if you do not land (e.g. miss) on the intended spot?
Ignoring part one. You are ignoring knowledge aka skills. People jump get only 6" high and twist ankles because they do not know how to land. Landing is the knowledge/skill needed to mitigate damage. Landing has nothing to do with jumping. Landing is the result of jumping, but it is a separate piece of knowledge. Go to any countries military jump school, they teach you how to land. Once you learn that you can fall and know how to mitigate damage. I know a person that fell from 1/2 inch (tripping but was going down hard) but they knew how to land so was not damaged, but someone who did not know how to land probably would have broken a wrist, & been massively skinned up.
I think that Jump changes the normal jumping rules so that the 30 foot jump only costs 10 feet of movement. Unfortunately, this interpretation makes Expeditious Retreat completely useless.
Sigh. You have derailed so far off track, that I will stop answering your ramblings.
And dont pull your military crap on me. I've jumped from 20 thousand feet, that doesn't make me better at "understanding landings" in a fantasy game than any one else.
Well it lasts 10 minutes vs 1 and you do go a bit further per round. But honestly expeditious retreat was already bad, so this just put the final nail in the coffin.
There's no such thing as mid-jump, either you're jumping, or you not moving.
A jump end after the distance cleared is reached and you stop moving. If you jump 30 feet, the jump ends after such distance. Normally each foot you jump costs a foot of movement but in the case of Jump the distance increase exponentially.
So trying to make a 30 feet long jump over a 75 feet chasm will result in a fall since you're in midair after the jump.
Similarly, trying to make a 30 feet high jump in the air will result in a fall since you're in midair after the jump.
Your player is correct. The spell allows you to exchange 10 feet of movement for 30 feet of jumping and there is no requirement to move beforehand. If the Jump spell is restricted by the jumping rules of the rules glossary, then the spell doesn't really do anything.
Misty Step escapes grapples. I don't think Jump doesn't. Misty Step can also allow you to move to a space you can see, but you can't walk/jump to (such as the other side of a glass wall).
By the way, you can have someone else cast Jump on you, then use Misty Step yourself, and do something with your action.
How to add Tooltips.
My houserulings.
I don't think jumping is possible while Grappled even under the effect of Jump because your Speed is 0 so you have none to spend to move in this way.
With Jump, you can spend ALL of your movement each turn jumping, tripling your speed, and it doesn't require concentration.
Not what we're talking about. Also, ofcourse you can be mid jump. Jumping is not instantaneous.
This is a rules discussion in a rules forum, so again, the rules of jumping do not cover jumping downwards, it's simple as. Jumping applies to Long Jump and High Jump.
you can jump, but jumping applies only to long jump and high jump, been over this, no amount of wishful thinking will change this, The fact remains I can show the rules, you can't because you're just making it up.
And again, as I pointed out, you're just assuming how things should work and are not talking about what the rules are, which is basically admitting what you're saying is irrelevant.
This is again irrelevant, the spell does as it says: https://www.dndbeyond.com/spells/2618991-jump
3 is mildy interesting, since high jump is vertical, you technically jump straight up and down, however you can extend your arms so arguibly you wouldn't jump straight on to the wall but you could reach out for it to try and pull yourself on to it, which would likely be an athletics or acrobatics skill check. Most DMs however would likely hand wave this and say you can, sometimes it's just simpler but that doesn't mean it's what the rules say, just that people play it a certain way that they enjoy or speeds up the game.
4 is more interesting, however since the rules don't cover it, it is at point a DM needs to determine how they would rule it.
You really should read that first line back to yourself.
As for my claims, I have already pointed it out, jumping doesn't cover Descent at all, Falling covers all falls, there is nothing in the rules that differentiates between controlled and uncontrolled falls. You can say this area of the rules is ill-defined/described (and it is) but they simply went with the all capturing description.
Merrian-Webster defines a fall as: "to descend freely by the force of gravity". You can say this isn't the rules but I'd say a dictionary definition will do in it's place and given WotC is an American company, I'll defer to one of the more well known American dictionaries.
Also you know magic isn't real right? Why would you assume something that could propel you 30 feet in mere seconds would also protect you from any impacts you had from that movement? Well the spell itself doesn't say it gives you any type of protection against that. Of course in your early example of jumping into a Ceiling, that isn't defined in the rules but do you know what is defined? Falling.
Now stop being Contrarian for the sake of being Contrarian, if you're posting here then you should be aware this is a rules discussion and the rules clearly state that jumping applies to high jump and long jump, so jumping down would not be covered and as such the jump spell would do nothing for you if you were trying to jump down 30 feet while misty step would have you safely at the bottom taking no damage.
You're jumping for as long as you are moving this way. Any instant before or after doing so is not jumping.
What you referred to as being mid-jump and not falling is after the jump, which is not mid-jump, but after it.
As long as you're jumping, you're not falling. So when you make a 30 feet long or high jump, you are not jumping the instant you've covered this distance.
Your claim that you're considered mid-jump after jumping 30 feet is not covered in the rules.
no, its limited to once on your turn. so with a dash you are at 80 feet a round vs 90 with a dash, dash with expeditious retreat. But again expeditious retreat always sucked so whatever.
I think in all my typing I forgot the once per turn limit but we can all agree with you, Expeditious Retreat sucks... more so when longstrider is an option, 1 hour, no concentration and has the ability to up cast for multiple targets. More so in 2024 where some classes have a lot of Bonus Action contention like Monk (Flurry of blows), Bard (Inspiration) & Paladin (smites/divine favor/lay on hands/etc) as a few examples.