Air · movement / control
Levitation
Levitation raises a chosen target to a low height and allows slow vertical movement. It can help with handling a load or a brief movement above the ground, but it is not the same as unrestricted flight. It also distinguishes an item, a willing creature, and an opponent that resists; the caster cannot automatically lift everything they point at.
Limits apply to weight, distance, height, and concentration. Against an unwilling creature, resolution against magical defense is required. A main opponent is not lifted and instead receives only the listed movement restriction. The spell does not take away its action. When planning, it is also important to consider what happens when the brief effect ends.
Exact effect: The target rises at most 3 m and can move slowly vertically. An unwilling creature resists with MDEF. A main opponent is not lifted and instead has half movement until the end of its next turn. Bonus: +0 to MATK against an unwilling target. Target: 1 creature or item up to 100 kg within 10 m. Duration: concentration, at most 3 rounds. Restrictions: once per scene; a main opponent does not lose its action. Using it requires at least Intelligence 8 and Level 2, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.
- Requirements:Min. INT 8 · Min. Level 2
- Rules:Exact spell parameters

Spell parameters
Target, duration, restrictions, and exact effect.
- School
- Air
- Type
- movement / control
- Min. Intelligence
- 8
- Min. Level
- 2
- Bonus
- +0 to MATK against an unwilling target
- Target
- 1 creature or item up to 100 kg within 10 m
- Duration
- concentration, at most 3 rounds
- Restrictions
- once per scene; a main opponent does not lose its action
- Exact effect
- The target rises at most 3 m and can move slowly vertically. An unwilling creature resists with MDEF. A main opponent is not lifted and instead has half movement until the end of its next turn.
Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.