One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
* - (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
So with Levitate does it remove the friction required to push a heavy object, less than 500 lbs, horizontally once it is airborne?
Here’s the thing. In some D&D stories(such as Exile by R. A. Salvatore), drow cast levitate and then die, and they stay in the air for a long time.
Yeah but that is in story and sometimes special abilities act differently than the spell
Lets say the target is a 200lb table and currently levitating , was to take on more weight (pcs jump on table) and exceed 500lb. Would that cause the spell to break and cause the table to gently fall, or would it plummet as spell is still going but weight limit exceeded ?
Would this work? Grapple an enemy and cast levitate on yourself. Float up as high as you can (up to 200' where the fall damage stops increasing), before they break the grapple and they drop or you drop them. Thats a way to use for damage?
I read it as this:
The object can only move 20 ft. of their own volition up or down per turn. If the caster used it on their self, then they can just take it out of their normal movement and still be able to cast/attack/etc. (personally might rule the Dash action allowing 20 more ft. but would have to see how it could be abused first), but it's still limited to 20 ft. If it's on anything else, you have to use your action to move it.
Also keep in mind you CAN'T MOVE SIDEWAYS unless you're up against another surface. Essentially, you're floating in space, you've become weightless (without the negative effect of just floating off into space), and unlike being in water, the air isn't enough to be able to move you when you flail around.
This does remind me though: The Gust cantrip. The creature effect part of Gust is meant for things that are actually being affected by gravity, so being effectively weightless kind of pushes you into the 2nd effect for objects that weigh less than 5 pounds. Meaning a druid/sorc/wizard could, essentially, push you around 10 ft. every one of their turns, without using up a spell slot. This also means they could choose to do stronger wind type spells to do similar, and also means that if you're in very stormy weather that it's probably a bad idea to levitate yourself.
I read it a little differently than what your reading, I noticed the "Otherwise, you can use your action to move the target, which must remain within the spell's range." The last part makes it seem like the person who cast the spell can move the target any direction, as long as it is in the spell's range. When it is referring to the movement only as if climbing or pushing against a fixed object/wall, that would be if it was cast on someone else. If you cast it on yourself, you can include up and down as part of your move, basically is what it means, can move in any direction. If it was an inanimate object, lets say a chair, probably could make the chair go in circles for your action, changing height. It would be interesting to see what happens if it is cast on someone during a storm though..
Ok... so I know that when the spell ends the target gently floats down. But since I do have some control of their altitude... could I do a Sigma (Overwatch) and smash them to the ground before the spell ends?
That's up to DM discretion I suppose, nothing in the spell says anything about doing damage. I'd rule that you could accelerate them into the ground from 20 feet up, dealing falling damage which would be... 2d6 bludgeoning damage, on top of knocking the target prone. If you want to spend 2 actions and a spell slot on that, be my guest.
No, it has a max speed of 20 feet per turn, or six seconds. You could conceivably pin someone under it provided they were unable to get out of the way of the descending object but no damage can be generated by striking people with it.
Wingardiun Leviosa
I noticed that an unwilling creature only gets one crack at succeeding on the Con save. If you fail you will levitate and can't attempt a save on the next round, you're stuck floating. Seems like an oversight.
Storm Giants are stated to live in cloudtop castles so high that even flying dragons are mere specks. They don’t have a flying speed, but they can cast this spell at will. Do they just slowly float thousands and thousands of feet, 20 at a time? At least they also have feather fall, so when they get within 1000 feet they can slow down to 60. But it just seems like sledding. The way back up is awful.
How do you do the spell on yourself?
How do you do the spell on yourself?
Casting word is:
Driftus Hoverus
You can change the target's altitude by up to 20 feet. The last part is to make sure that you don't move the target more than 60 feet above/ below you.
The spell says that you target a loose object or creature of your choice within the spell's range. You can simply choose yourself as the target if you want to be levitating.
What if you cast this spell on yourself, and then have your familiar or shape-changed druid tow you around so that you're essentially flying?
slowing descending into a a bottomless pit forever sounds like a great ending for a BBEG