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0Hostile Levitation00-12-11 standard action0V, S, M (a leather loop studded with lodestones)0yes030-1000sorcerer/wizard 3, witch 3, bloodrager 3, occultist 3, psychic 3, mesmerist 3, spiritualist 3, medium 2Ultimate Combat0Levitates the targeted creature up off the ground.1103-10000-1You levitate the target a few inches off the ground, removing solid footing and halving the target's speed. The target also takes a -4 penalty to CMD against bull rush, drag, and reposition attempts. A targeted 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 action spent stabilizing allows the creature to begin again at -1. This spell fails if cast on a flying creature.00one creature001 round/level-10-1close (25 ft. + 5 ft./2 levels)

Hostile Levitation

School transmutation; Level sorcerer/wizard 3, witch 3, bloodrager 3, occultist 3, psychic 3, mesmerist 3, spiritualist 3, medium 2

CASTING

Casting Time 1 standard action
Components V, S, M (a leather loop studded with lodestones)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You levitate the target a few inches off the ground, removing solid footing and halving the target's speed. The target also takes a -4 penalty to CMD against bull rush, drag, and reposition attempts. A targeted 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 action spent stabilizing allows the creature to begin again at -1. This spell fails if cast on a flying creature.

Hostile Levitation-1003033-1transmutation300-1-10-100-1331-1-1-1NULLWill negates0300

You levitate the target a few inches off the ground, removing solid footing and halving the target's speed. The target also takes a -4 penalty to CMD against bull rush, drag, and reposition attempts. A targeted 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 action spent stabilizing allows the creature to begin again at -1. This spell fails if cast on a flying creature.

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