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)
their not cannon
Hhh
I would love this spell, if it wasnt for the Con save.
I mean, lets be real, any spell with a con save is very bad even at mid level, since most creatures above CR5 have pretty good Con stats...
You could levitate a boulder from the ground into the path of a charging monster. Attack roll yields prob 2d6 damage if charging.
I kinda wonder how this pares with the new Dhampir as you get natural spider climb. This would sorta make you the king of CQC if you use it right.
The Ascendant Step invocation is actually is strong choice for an eldritch invocation. Levitate is basically a more limited version of fly, but you can use it indefinitely. It gives you some of the best benefits of flight (being off the ground). Since you can use it infinitely, you can use it out of combat to get up and down tall chasms.
I would say no, because it says it floats gently to the ground once the spell ends. It also says "a loose object," so your DM might not rule anything above a certain weight limit as loose, rather it has become a feature of the land it is at. idk man, ask your DM, he's the one that has a say on this.
The ultimate combination for early levels, in greentext form:
Pick the Wizard class
as two of your six known spells, have Find Familiar and one damage dealing touch spell that won't break your concentration, preferably one that does heavy damage.
Cast Find Familiar as soon as possible, pick a bird, preferably owl since they allow for the most shenanigans and have the best general stats
get to level 3
Take this spell as one of the two you unlock by default
assuming there is reason for it, use levitate and hope the person fails, and if they don't, just cast it again
if they fail, have owl boi land on them, use said damage dealing touch spell at highest level you have
You have now likely eliminated who or what ever it is with a 2nd level spell, a familiar and its incredibly strong features, and one damage dealing touch spell, at only level 3 (hopefully the levitate spell immediately passed, because then you can cast your spell at 2nd level)
There's no upcasting cantrips, they just automatically scale with level.
The rest of your post works, but I don't know that it's really any more efficient than just having the owl familiar deliver the cantrip on two consecutive turns, rather than setting it up with Levitate. It's still a good spell, but honestly the best combat use is to take a melee monster (say, a wolf or something) out of the fight while you and the party focus on it's other allies. Or to use on yourself or an ally to stay out of range of said melee monsters.
I actually didn't know that, I just assumed I'd never seen a cantrip that you can choose to level. Thanks. Also true, but I was saying that as in "someone is running away, so stop them from doing so with Levitate, then send the familiar to do damage;" of course, I was also incredibly sleep deprived and didn't see that it was a niche circumstance and not one that other people would likely pick up on, or even one that would work very effectively
Also, for some reason, I thought that you couldn't cast other spells while maintaining concentration. I was wrong (assuming they don't require concentration).
Could do dispel magic tho and that would cancel all effects of the spell. At that point the target would just fall without the "gentle float" part.
would this spell make me weightless per se
The conjurer loses his concentration when he goes unconscious and gently floats to the ground.
Debate in my party, does the Fly spell (or in this case the Monk's Ride the Wind) override Levitate?
How many turns does this last?
could you set up a situation let's say you're in a cave and you use mold earth on the ceiling and on the next turn use this to shoot him into the spike since it would be within that 20 feet?
This isn't true. Dispel Magic doesn't "cancel all effects" of spells, it ends spells. Levitate specifically states the "gentle float" part happens when the spell ends.
Please correct me if I'm wrong, I could grapple a creature as a fighter, action surge, cast this spell as a wizard, fly 20+my movement speed feet in the air and then drop the creature as a free action, having it take the full fall damage because it isn't the target of the spell?
so sad
This works, except you can only rise 20 feet on a turn (regardless of your speed), and the target must weigh 500 lbs. or less. I would interpret this as including the weight of whatever you are grappling, if it is going up in the air with you.
"If you are the target, you can move up or down as part of your move" doesn't mean can move up or down more than 20 feet in a turn. It just means you don't have to use your action to move yourself.