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Levitate was a transmutation spell or supernatural ability that allowed the caster to move a creature or object vertically as desired.[4]

Some races native to Faerûn, such as the air genasi, had the innate ability to levitate.[9]

During the religious ceremony of the Dance of the Swirling Winds, the elven goddess Aerdrie Faenya would sometimes grant her worshipers who could not fly the power to levitate.[10]

Levitation played a key role in the drow game khaless.[11]

EffectsEdit

The caster could choose to levitate him- or herself or a creature or object within a close range. The weight of the creature or object lifted depended on the power of the caster but at a minimum, the spell could lift anything under 200 pounds. Only a willing creature could be lifted. Levitated persons or objects could be moved mentally at a speed of 200 feet per minute but only in the up or down direction.[4]

It was difficult to maintain one's balance if attempting to engage in combat while levitating.[4] If cast aboard a spelljammer, the caster floated away from the ship's gravity plane. The effect ended if the caster exited the gravitational field or air envelope of a ship or celestial body.[12]

The effects of this spell lasted for several minutes, depending on the power of the caster.[4]

ComponentsEdit

Proper casting of this spell required verbal and somatic components and the use of a spell focus. The focus could be either a piece of golden wire shaped into the form of a small cup with a shank or a small loop of leather.[4]

HistoryEdit

The spell was attributed to Netherese arcanist Yturn in −1160 DR and was originally called Yturn's levitation.[1]

AppendixEdit

See AlsoEdit

ReferencesEdit

  1. 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 25, 27. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 209–210, 255. ISBN 978-0-7869-6560-1.
  3. Jeremy Crawford, James Wyatt, Keith Baker (November 2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 56. ISBN 978-0-7869-6692-9.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 248. ISBN 0-7869-2886-7.
  5. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 143. ISBN 0-88038-716-5.
  6. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  7. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  8. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 63. ISBN 0-8803-8099-3.
  9. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 19. ISBN 0-7869-1836-5.
  10. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. (Wizards of the Coast), p. 124. ISBN 0-7869-2759-3.
  11. R.A. Salvatore (August 1995). Siege of Darkness. (TSR, Inc), p. 121. ISBN 1-7869-0164-0.
  12. Jeff Grubb (August 1989). “Concordance of Arcane Space”. Spelljammer: AD&D Adventures in Space (TSR, Inc.), p. 79. ISBN 0-88038-762-9.
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