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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.[5]

Effects[]

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.[5]

It was difficult to maintain one's balance if attempting to engage in combat while levitating.[5] 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.[13]

The effects of this spell lasted for several minutes, depending on the power of the caster.[5]

Components[]

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.[5]

History[]

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

Users[]

Some races native to Faerûn, such as the air genasi and the drow (while in the Underdark), had the innate ability to levitate.[14][15]

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.[16]

Levitation played a key role in the drow game khaless.[17]

Appendix[]

See Also[]

Appearances[]

Novels & Short Stories

Gallery[]

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (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. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 162. ISBN 0-7869-4867-1.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 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.
  6. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 143. ISBN 0-88038-716-5.
  7. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  8. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  9. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 63. ISBN 0-8803-8099-3.
  10. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 70. ISBN 0-9356-9601-6.
  11. Len Lakofka (May 1981). “Leomund's Tiny Hut: A recipe for the Alchemist”. In Kim Mohan ed. Dragon #49 (TSR, Inc.), p. 59.
  12. Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 40. ISBN 0-9356-9602-4.
  13. Jeff Grubb (August 1989). “Concordance of Arcane Space”. Spelljammer: AD&D Adventures in Space (TSR, Inc.), p. 79. ISBN 0-88038-762-9.
  14. 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.
  15. Elaine Cunningham (September 1996). Daughter of the Drow (Mass Market Paperback). (TSR, Inc), chap. 23, p. 293. ISBN 978-0786905140.
  16. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 124. ISBN 0-7869-2759-3.
  17. R.A. Salvatore (August 1995). Siege of Darkness. (TSR, Inc), p. 121. ISBN 1-7869-0164-0.
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