Alteration [air, psionic*]
Level Magic-user 2
Components V, S, M
Casting Time 2 segments
Range 20-ft. per caster level
Area of Effect One creature
Duration 10 rounds per caster level (D)
Save vs. Spell (save negates)
This spell allows the caster to select one creature within range and move it slowly—straight up, or, if in the air, straight down.
The maximum speed of the movement is 10-ft. per round or 1 foot per segment (or 20-ft. per round if cast on yourself).
While the creature still has mass, it is treated as virtually weightless.
If near a wall or similar terrain, the target can ambulate (using its limbs to push itself laterally) along a horizontal plane, up to 10-ft. per round.
Once the target is moved to a particular elevation, it will stay there for the duration of the spell until it can move itself or the caster moves it as per below.
Limitations
A maximum of 100 lbs. per caster level can be affected (the creature plus all gear). If cast on a target over this amount, the spell fails.
The caster must concentrate while moving a creature up or down, but not to maintain the spell. If concentration is broken, the caster can re-engage moving the target as an innate ability (minor, time spent concentrating).
If the target ever leaves the range of the spell, the spell fails.
If the target is within 10-ft. of a terrain feature or an object attached to a terrain feature that it can grab, it can do so as a simple activity (major action). In this case, the target can add it's maximum overloaded encumbrance amount (ignoring the target's current encumbrance) to it's total weight. If the caster's weight limit is over this amount, the target will be pulled away. A creature with two grasping limbs must use both limbs, otherwise, a single limb affords only half the amount.
If the target is within 10-ft. of an unattached object, it can grab the object. The weight of the object will be added to the target's weight up to the target's maximum overloaded encumbrance amount (ignoring the target's current encumbrance). If the caster's weight limit is over this amount, the target will be pulled away. Otherwise, the target will be lifted along with the object (assuming the total weight is within the limit).
In the round the spell is cast, any allies in melee range of the target can use a simple activity (major action) to grab the target. This will add their total weight to that of the target. If the total is within the caster's weight limit, the ally will also be moved.
The GM will determine whether allies can reach the target after the round the spell is cast (assuming the target is lifted 8 feet during the round the spell is cast).
Pushing or pulling the target can be done. Since the target still has mass, the push or pull will be at a cumulative speed of 10-ft. per round up to the speed of the pusher/puller. Only creatures that can move the total weight of target (relative to their maximum overloaded encumbrance amount - including their current encumbrance) can move the target. Once the pushing/pulling ends, the target will continue to drift in the direction of the movement, losing 10-ft of speed per round (and could be damaged if colliding with something). The GM may adjust the required force (Strength) necessary to stop a moving creature due to the target's mass and momentum.
Typically, unless a very strong wind is present, weather effects will not move the target.
The spell works similarly underwater, although the effects of a current will more likely move the target (as if pushed/pulled, above). If the target would not be able to swim normally (due to encumbrance), they will not be able to move underwater (on their own).
Levitating creatures are not fully stable (unless they can somehow brace themselves against a terrain feature). If using a bow or pre-loaded crossbow, the wielder suffers a -1 cumulative penalty to attack rolls each round (to a maximum of -3). The wielder can use a complex activity to re-stabilize themselves. Attacking with other weapons (missile or melee) will incur double the penalty, so the wielder suffers a -2 cumulative penalty to attack rolls each round (to a maximum of -6). The wielder can re-stabilize as above. Most other activities (drinking potions, casting spells, using wands, etc.) can be performed normally unless they require leverage (e.g. heavy crossbows cannot be loaded by levitating creatures).
Material Components. A leather or golden wire loop. The component is consumed in the casting of the spell. Cost/Scarcity. 1 g.p./Common.
Known Substitutions. None.