Tier Level: 
3
Spell Type: 
👣 Movement Based
Stat Cost: 
6 Soul to cast, 2 Soul per additional rounds
Spell Cast Speed: 
5
Range & Area: 
1 target or self
Duration: 
1d6 rounds + any additional rounds
Cast Roll: 
Challenging Arcana
Effects: 

This spell is a part of the Airess spell chain and found in the Airess rune stone.

When the aeromancer was young, the aeromancer often played with their runic connection. They used the wind to help them run faster, and when they would jump, they would use the wind to help them jump farther, and higher. This play had developed over time into actual spells. Running faster became Haste, where they felt the West Wind's hurry make them run faster than before. But what more could the developing aeromancer ask of the West Wind? The druids say that the god of the West Wind is Zephyr, and that Zephyr is a gentle god that brings aid. The symbol within might not be the god, but the West Wind is very similar - a runic connection to the deity's power perhaps. One that gives aid. One that likes to play just as much as the aeromancer. "If I can use the wind to jump higher, maybe I can use it to hold myself up." is the statement that set the playful, creative aeromancer's mind in motion, and the outcome was Levitate. It was as if Zephyr herself was responding, showing a lack of care for being stationary and grounded.

Levitate asks nothing more complicated of the wind than to hold something up. Cast normally, it gathers beneath the target and lifts them one space (5 feet) into open air, steady as if standing on solid ground that simply isn't there - and for 2 additional Soul per space, Zephyr is happy to reach higher still. The target can't push off toward anywhere else on the battlefield while held aloft, but their arms, their weapons, and their spells remain entirely their own. The aeromancer can let Zephyr's hold lapse naturally after 1d6 rounds, or ask her to keep holding for as long as they like, at 2 Soul a round.

When the spell ends, so does Zephyr's grip - and how gently it lets go is entirely the aeromancer's choice. Lower the target back to the ground safe and sound, or let go all at once and let them learn, the hard way, exactly how far up they'd gotten (1d10 damage per space). Zephyr, for her part, never seems bothered either way. The ground was never really her concern to begin with.

Rune Stone Effect: 
Rune Stone Effect

Armor Effect: Levitate (Foot Wear only)

Able to levitate a foot off of the ground by spending 4 Soul.

Immune to fall damage when jumping or falling from great heights.

Requirements: 
Haste