Levitate
Transmutation
Level: Alchemist 2, Artificer 2, Magus 2, Shaman 2, Sorcerer/Wizard 2, Summoner 2, Warlock 2
Components: V, S, F (a leather loop or golden wire bent into a cup shape)
Casting Time: 1 Standard Action
Range: personal or close (25 ft. + 5 ft./2 levels)
Target: you or one willing creature or one object (total weight up to 100 lbs./level)
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: no
Levitate allows you to move yourself, another creature, or an Object up and down as you wish. A creature must be willing to be levitated, and an Object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a Move Action.
You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.
Level: Alchemist 2, Artificer 2, Magus 2, Shaman 2, Sorcerer/Wizard 2, Summoner 2, Warlock 2
Components: V, S, F (a leather loop or golden wire bent into a cup shape)
Casting Time: 1 Standard Action
Range: personal or close (25 ft. + 5 ft./2 levels)
Target: you or one willing creature or one object (total weight up to 100 lbs./level)
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: no
Levitate allows you to move yourself, another creature, or an Object up and down as you wish. A creature must be willing to be levitated, and an Object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a Move Action.
You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.