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priority:magic:spells:tier2:levitate [2023/05/15 22:48] – created - external edit 127.0.0.1priority:magic:spells:tier2:levitate [2026/03/09 05:22] (current) – Replacing Move Action with Half Action, hyperlinking elfinlocks
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 ===== Casting ===== ===== Casting =====
  
-**Casting Time:** 1 Standard Action+**Casting Time:** 1 Half Action
  
 **Range:** Close (25 ft. + 5 ft./2 CL) **Range:** Close (25 ft. + 5 ft./2 CL)
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 ===== Description ===== ===== Description =====
  
-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).+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 [[chargen:common_terms#action_types|Half 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. 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.