School transmutation; Level alchemist 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2, witch 2; Domain void 2; Elemental School air 2
Casting Time 1 standard action
Components V, S, F (a leather loop or golden wire bent into a cup shape)
Range personal or close (25 ft. + 5 ft./2 levels)
Target you or one willing creature or one object (total weight up to 100 lbs./level)
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
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).
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.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.