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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.[3]

Some races native to Faerûn, such as the air genasi, had the innate ability to levitate.[7]

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.[8]

Levitation played a key role in the drow game khaless.[9]

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.[3]

It was difficult to maintain one's balance if attempting to engage in combat while levitating.[3]

The effects of this spell lasted for several minutes, depending on the power of the caster.[3]

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.[3]

HistoryEdit

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

AppendixEdit

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. 3.0 3.1 3.2 3.3 3.4 3.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 248. ISBN 0-7869-2886-7.
  4. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 143. ISBN 0-88038-716-5.
  5. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  6. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  7. 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.
  8. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. (Wizards of the Coast), p. 124. ISBN 0-7869-2759-3.
  9. R.A. Salvatore (August 1995). Siege of Darkness. (TSR, Inc), p. 121. ISBN 1-7869-0164-0.

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