Primitive Screwhead said:
I read levitate as a static 'elevator' type effect. Once in the air, the character must have purchase against something to get moving.. which would mean a levitate + jump could end up with the character floating mid-way over the lava with nothing to push against
The character would not be able to jump once the caster raises him with levitate. Levitate does not turn off gravity for a character, it raises or lowers them at the casters whims. If the caster readies the levitation for when the character jumps, the Dm is in his rights to say the levitate happens before the jump occurs, preventing the jump. Otherwise just treat the "ground" as being whater the caster has set the levitatee's levitation hieght to be.
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Levitate
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or close (25 ft. + 5 ft./2 levels)
Target: You or one willing creature or one object (total weight up to 100 lb./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.
Focus
Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.
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If the Dm Desires to run levitate as turning gravity off, D20 modern does have some pertinent info in the modern SRD. Though honestly one could not really get an forward momentum if that is the case.
LOW-GRAVITY ENVIRONMENTS
Skill Check Bonuses: Creatures in a low-gravity environment gain a +10 bonus on Strength-based skill checks (including Climb, Jump, and Swim checks).
ZERO-GRAVITY ENVIRONMENTS
Speed: While in a zero-gravity environment, a creature gains a fly speed equal to its base land speed, or it retains its natural fly speed (whichever is greater).
However, movement is limited to straight lines only; a creature can change course only by pushing away from larger objects (such as bulkheads).
Carrying Capacity: A creature’s normal carrying capacity increases by 10 times in a zero-gravity environment. In addition, the creature gains a +20 bonus on any Strength check made to lift or move a heavy unsecured object.
Modified Bull Rush Rules: A creature affected by a bull rush is pushed back 10 feet, plus 10 feet for every 5 points by which its opponent’s Strength check result exceeds its own.
Weight vs. Mass
While an object in zero gravity loses weight, it does not lose mass or momentum. Thus, while a character could push a 10- ton piece of equipment around in space, albeit slowly, getting it to stop is a bit more difficult. If a character were to come between that piece of equipment and a solid object, that character would be crushed as if he were in full gravity—just more slowly.
For simplicity, assume that a Strength check to lift or move an object in zero gravity gains a +20 circumstance bonus. However, stopping an object already in motion does not receive this same bonus.