[errata=Spell Description from Monk's Bridge spell list]
Leaping I - Allows the caster to leap 50' laterally or 20' vertically in the round that the spell is cast.
[/errata]
On the Monk's Bridge spell list (as well as on the other two lists on which it appears), Leaping is an instantaneous spell. Leaping is also a spell that
ONLY lasts 1 round.
In RM2 - an instantaneous spell requires 75% activity, just as normal Class I spell. In RM2, an instantaneous spell wasn't really a spell that was cast instantaneously. It was meant as a way to mark/indicate any spell that did not, ever, require preparation rounds like all other spells require.
Another aspect to consider here is the way that the tactical system worked. Under the default tactical system, spells went first, period. So an "instantaneous spell" was a spell that took a round to cast, but went off before all other actions in the round because spells always went off first.
In RMC/X - an instantaneous spell requires 75% activity, just as normal Class I spell. However, RMC/X recommends that the spell is actually cast in the first 10% activity and that the remaining 65% is recovery. RMC/X uses a different tactical system, hence the 10/65% split on casting/recovery, so that instantaneous spells could still go off first.
In RMSS/FRP - an instantaneous spell requires only 10% activity to cast. A major change from RM2, and actually more based on some of the various alternative tactical/initiative systems from the various Companions for RM2.
In all cases, the spell
includes a safe landing at the end of the leap.
What our original poster did not indicate was which version of Rolemaster he is using. However, the mention of
Adrenal Toughness seems to indicate that he is using RM2 or a variant thereof.
The short answer to the question
Would "charging" apply to Leaping attacks?
would be, IMO, a "no".
One of the main things about charging is that the speed and movement are lending extra force to the attack. A magical leap doesn't, in any way, add extra speed or movement behind the leap. A leap (50') is the equivalent of how far an average person could walk in 1 round. There is no acceleration or real force behind the leap, IMO.
Also, to avoid a leaping attacker? Take a step to the left, or a jump to the right...
Simply put, once the leap is started, the leaper cannot change trajectory, thus making it impossible to change where they are going to land (i.e. landing point must be chosen before the leap starts, and if the target moves, the attack is going to miss).
And that doesn't even include the smart PCs who decide to just grab the weapon, and use it to flip the attacker before he even has a chance to land....
Also, there is no "Leaping II" spell that allows affecting multiple targets or lasting multiple rounds.
Instead, my suggestion would be to require the priests to have ranks in acrobatics (don't rely on spells or magic for this), and then allow them to make "charging" attacks that are comprised of leaps and jumps, etc - acrobatic maneuvers....
In fact, a successful acrobatics roll could allow them to charge without losing any DB (see RMC Arms Law, Chapter 3), and perhaps give them a bonus of +1 per rank of Acrobatics to the OB of the charge.