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D&D 5E Levitate is a save-or-die spell

I don't see it as dragging yourself; rather you're using the wall as if weightless to propel yourself.

And yes, throwing something heavy in one direction might move you slowly in the other.

But - and here's another messy question - does the Levitate's caster have any control of the facing-position-etc. of the target? For example, is the target always assumed to be upright with its feet toward the ground, or can it be flipped and-or spun by either itself, external forces, or the caster?

Put another way, how close does anyone's version of Levitate veer towards Telekinesis?

What you're describing may have been true in previous editions, I just see no reason to believe that it's the case in 5E. The spell does what it says what it does in my games, no more no less.

Specifically:
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. 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 use your action to move the target, which must remain within the spell's range.​

The caster can move the target, but cannot affect facing nor spin them upside down. There is no indication the target is bobbing around weightlessly, the spell is quite specific saying that you can only pull or push against a fixed object or surface.

So throwing a heavy object does nothing, the target can't be flipped or spun. It's not even particularly clear if you could "push off" a solid surface.
 

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Except your feet aren't on the ground, you're free-floating.

Levitate has no control at all over horizontal movement, which includes that it doesn't hold you in place horizontally.

You're not "free" floating though, and in fact it makes it clear you're NOT freely floating with the movement restrictions in the spell text. It says you rise X feet above the ground, as controlled by the spellcaster. It doesn't say anything about anti-gravity effects or anything like that, other than "The target can move only by pushing or pulling against a fixed object or surface within reach "

Wind isn't a fixed object or surface within reach. You can ONLY move by pushing or pulling against one of those things, according to the spell text.

So unless something would move you regardless of the spell, I don't see how it would move you while under the effects of the spell. The spell doesn't give anything like "free" floating effect descriptions would offer.
 

You're not "free" floating though, and in fact it makes it clear you're NOT freely floating with the movement restrictions in the spell text. It says you rise X feet above the ground, as controlled by the spellcaster. It doesn't say anything about anti-gravity effects or anything like that, other than "The target can move only by pushing or pulling against a fixed object or surface within reach "

Wind isn't a fixed object or surface within reach. You can ONLY move by pushing or pulling against one of those things, according to the spell text.

So unless something would move you regardless of the spell, I don't see how it would move you while under the effects of the spell. The spell doesn't give anything like "free" floating effect descriptions would offer.

does the spell say you can ONLY move by using a wall or something near you?
 


does the spell say you can ONLY move by using a wall or something near you?

I just quoted the spell text.

What you're describing may have been true in previous editions, I just see no reason to believe that it's the case in 5E. The spell does what it says what it does in my games, no more no less.

Specifically:
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. 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 use your action to move the target, which must remain within the spell's range.​

The caster can move the target, but cannot affect facing nor spin them upside down. There is no indication the target is bobbing around weightlessly, the spell is quite specific saying that you can only pull or push against a fixed object or surface.

So throwing a heavy object does nothing, the target can't be flipped or spun. It's not even particularly clear if you could "push off" a solid surface.
 


Question: if you are running at full speed when it is cast on you, do you continue to drift at that speed? If not, that would mean there is some kind of dampening effect, which would negate, or at least mitigate, kicking off a wall, or being moved around by light breezes.

And vice versa: if kicking off a wall imparts a velocity, then running and jumping as it is cast should also maintain velocity.

Or not. Because magic.
 

Question: if you are running at full speed when it is cast on you, do you continue to drift at that speed?
That's exactly how I run it; can't speak for anyone else.

If not, that would mean there is some kind of dampening effect, which would negate, or at least mitigate, kicking off a wall, or being moved around by light breezes.
Yeah, this is what I don't get - it's almost like Levitate is being turned into a wonky form of telekinesis or quasi-paralysis where it not only moves you up and down at the caster's whim (which it should) but tries to hold you in place relative to the ground as well (which it shouldn't; you need either Telekinesis or some sort of mind-control effect for that).
 

Could you elaborate on why the spell is so overpowered? My build happens to have it and I'd love to know how to abuse it. I've explored Command, Minor Illusion, Silent Image, and Mage Hand. But Suggestion is one that is so open ended I didn't know how to approach using it in real clever ways. Are there in-combat suggestions that you've found effective, or is it really only useful out of combat?

It is generally more of the last spell you try before combat than a combat spell. I've called it out as the best save-or-die 2nd level spell because it is a spell of great out of combat use.

But, in combat you encourage enemies to flee, surrender, or just leave without a fight (not quite "in combat" yet, but I've done it upon winning initiative). Even most people oriented towards violence do not risk it unnecessarily, and any rational being is generally entering combat with some degree of self preservation. Most henchmen aren't paid well enough to die for their boss. Many beings of incredible power that could squash you like a bug could reasonably be convinced that you were not bugs worth their time to squash.

But I'm generally a cooperative player. Personally I've mainly used it in combat as my last ditch hail mary to avert catastrophe in a deadly situation, which means DMs have probably been more inclined to construe what I suggested as reasonable than if I was regularly using it to just nullify an enemy in every combat.

Out of combat, it's the jedi mind trick and should reliably be capable of convincing the town guard that these are not the warforgeds they're looking for. What exactly it will achieve beyond this is very situation and DM dependent. I've suggestioned a villain into confessing his whole scheme to the local authority, but that worked because he was an aristocrat gone semi-unwilling cultist rather than some hardened criminal, so it made sense that he would consider just aborting the whole evil plan thing, cutting his losses, and accepting the slap on the wrist that aristocrats received for crimes in that society. And the DM still made sure that the authority it was confessed to was ineffectual, so what we actually got out of it was detailed information and a couple allies.
 

What you're describing may have been true in previous editions, I just see no reason to believe that it's the case in 5E. The spell does what it says what it does in my games, no more no less.

The push/pull portion of the spell very strongly implies it is treated as if it is weightless. It's a strong nod towards moving in 0g as we see astronauts do. In the deliberately vague, rulings over rules designed 5e, it's only about a 2 millimeter stretch to rule as he describes.
 

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