I honestly think it might just be the best level 1 spell in the game since a random jump caused me to seriously re-evaluate it. Sure you've got your infinite lockpicks or breathing fire but only the Jump allows you to pull off something that you normally only see towards the end of a few skill trees. Basically as it's blind teleportation rather than specific line of sight, it doesn't have any problems about giving you a chance of ending up on the other side of that indestructible wall that would otherwise involve a trip round half the dungeon to get to. If it doesn't, well it's only 3 mana so it's not exactly expensive to cast it till it works. So yeah it might take a few more attempts than the digging ray in golemancy, the nose bore in diggles or even a bolt of mass destruction but none of those are a level 1 skill and that's why Froda's Jump Discontinuity is awesome.
the only thing that jump discontinuity has over translation is the ability to pass through walls. It's not so great for trying to reach that solitary island with the artifact on it, and if you're not lucky you could teleport next to a monster. Definately not to be underestimated, but it can't win the game for you on it's own.
Has anyone else cast Jump Discontinuity and teleported to the tile they where already standing on? 'tis most frustrating. That being said, if you do the math and realise that next turn YOU WILL DIE without an escape (all too common with my gimped-up theme builds), then Jump Discontinuity or the spatial instability potion can be damn handy, but its killed me too many times to rely on it as an escape.
I think that's all he's really saying. With this, if you're backtracking through a floor, you can sometimes simply hop across rooms via the try and try again method saving yourself tons and tons of time running.
Yep, and for a skill you can get straight off personally I think that's pretty cool. Though yes trying to use it to get to a specific square to nab an artefact surrounded by water is an exercise in frustration/insanity.