I've been working on redefining 1st level spells (AD&D) on my wiki. This one is worth repeating here, as it adjusts a rather weak spell to be worth considering alongside magic missile or sleep:
Duration: 1 jump per level; see below
Area of Effect: 1 creature
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)
Enables a recipient to make great leaps forward, backward, upward or downward, as desired. A forward jump can be anywhere up to six hexes, or 30 feet. If the character jumps opposite to their facing, the distance jumped can equal up to three hexes, or 15 feet. Jumping upwards enables a jump upwards anywhere up to 15 feet; and a jump downwards can measure up to 30 feet. All jumps regardless of distance or direction, cost 3 action points (AP), launch and sailing time included.
Landings are presumed to be safe, unless the recipient chooses to deliberately leap to a place where there is no sufficiently sized horizontal surface on which to land. If the recipient decides to rely upon gaining hold of, say, a tree limb or outcropping of rock, or similar feature, the recipient must make a dexterity check or fall. Naturally, additional skills such as surefootedness, scramble, mountaineering and the like are bound to be helpful in ensuring purchase is obtained.
Before jumping, recipients of the spell can change their orientation freely, just as with melee combat, unless the recipient has been stunned. If stunned, it is possible to make an automatic jump backwards, since stunning usually causes an individual to be thrust or thrown back; a recipient of this spell can take advantage of this situation and use the jump (as a reflex) in addition to the normal movement associated with being stunned.
While in the air, the recipient can hurl a weapon. It is also possible to fire a bow, sling or crossbow ~ provided that each has already been fully loaded prior to making a jump.