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    Quick Answer

    Levitate is a 2nd-level transmutation spell for Sorcerers and Wizards. One creature or object you can see within 60 feet rises up to 20 feet and hangs there for up to 10 minutes (concentration). It can move only by pushing or pulling against a wall or ceiling. An unwilling creature makes a Constitution save. In 2014 the target can weigh up to 500 pounds. When the spell ends, the target floats gently to the ground.

    Overview

    Levitate is not a flying spell. The target goes straight up and stays there. It has no way to move sideways except by grabbing a nearby surface and pulling itself along, as if it were climbing.

    That makes it two different spells depending on who you target.

    On an enemy, it strands a melee fighter in the air. A berserker 20 feet off the ground with nothing to push against can't reach anyone with its greataxe. It also gets no repeat save. If it fails the first Constitution save, it stays up there until your concentration ends or 10 minutes pass.

    On yourself or an ally, it is a slow elevator. You can rise to a ledge, hang from a ceiling out of reach, or float above ground hazards. You move up or down as part of your own movement.

    The catch is that your melee allies can't reach a floating enemy either, so it works best for ranged parties or for parking one brute while you deal with the rest.

    Stat Block

    PropertyValue
    Level2
    SchoolTransmutation
    Casting Time1 action
    Range60 feet
    ComponentsV, S, M
    MaterialEither a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
    DurationUp to 10 minutes
    ConcentrationYes
    RitualNo
    Save/AttackCON (unwilling creatures)
    ClassesSorcerer, Wizard

    When NOT to Use This

    • •The enemy has a ranged attack. An ogre with javelins or a knight with a heavy crossbow keeps attacking from the air.
    • •The enemy has a strong Constitution save. A storm giant's is +10. Check the stat block before you cast.
    • •Your party is all melee. Nobody can hit the floating target.
    • •You need actual travel. Levitate can't carry you across a gap. Use Fly.
    • •The enemy is near a wall or ceiling it can grab, so it can pull itself along.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyGood. One 2nd-level slot can remove a melee enemy for the whole fight, with no repeat save.
    Action EconomyOne action, then no further cost unless you want to change the target's height.
    Opportunity CostConcentration, which competes with Web, Hold Person, and your other control spells.

    When worth the slot: One melee-only enemy in an open area, or getting the party up a cliff or out of reach.

    Upcasting

    Levitate has no higher-level effect in either edition. A higher slot still lifts one target.

    Pro Tips

    Tip #1: Pick a melee-only target in the open.

    Why it works: The target "can move only by pushing or pulling against a fixed object or surface within reach." In the middle of a field there is nothing to push against, so the target hangs in place. A berserker's only attack is a greataxe with 5-foot reach.

    This avoids the mistake of: Lifting an enemy next to a wall it can climb along.

    Tip #2: There is no repeat save.

    Why it works: Unlike Hold Person, Levitate gives the target one Constitution save and that's it. A failed save holds for up to 10 minutes.

    This avoids the mistake of: Picking a spell with a weaker effect because it seemed "safer."

    Tip #3: Use it on yourself as a ranged perch.

    Why it works: If you are the target, you move up or down "as part of your move." Rise 20 feet out of melee reach and keep casting. A creature with 5-foot reach can't touch you.

    This avoids the mistake of: Taking opportunity attacks from the enemy brute every round.

    Tip #4: Losing concentration doesn't drop the target.

    Why it works: "When the spell ends, the target floats gently to the ground." There is no fall damage when Levitate ends, for you or for an enemy.

    This avoids the mistake of: Avoiding the spell on yourself out of fear of a 20-foot fall.

    Common Mistakes to Avoid

    Treating it like Fly

    Why it's bad: The target rises "vertically." It has no flying speed and can't move sideways without something to grab.

    Do this instead: Use Fly for travel. Use Levitate to go up, or to strand someone.

    Expecting fall damage on enemies

    Why it's bad: The target floats gently down when the spell ends. Dropping concentration doesn't hurt it.

    Do this instead: Use the time it spends in the air. Kill everything else.

    Forgetting your own melee allies

    Why it's bad: A target 20 feet up is out of reach for your fighter too.

    Do this instead: Levitate the enemy your melee allies weren't going to fight anyway, or lower it with your action when your fighter is ready.

    Moving another target for free

    Why it's bad: Only a caster who targets themselves moves up and down as part of their move. To change another target's height, you use your action (2014) or a Magic action (2024).

    Do this instead: Leave the enemy where it is unless lowering it is worth your whole turn.

    Usage Tips

    • •Worked example: A 5th-level sorcerer with 16 Charisma has spell save DC 14 (8 + 3 proficiency + 3 Charisma). A berserker has a +3 Constitution save, so it needs an 11 and fails 50% of the time. On a failure it hangs 20 feet up with a greataxe and no ranged attack for up to 10 minutes. The berserker's stats are the same in 2014 and 2024.
    • •Worse targets: A hill giant has +4 Constitution (fails 45%) and still throws rocks (2014) or trash (2024) from the air. A storm giant has a +10 Constitution save and ranged attacks.
    • •Weight (2014): The spell can lift "a target that weighs up to 500 pounds," creature or object. SRD stat blocks don't list weights, so whether a particular Large or Huge creature is under 500 pounds is a DM ruling, not rules text. A Medium humanoid is the safest pick. The 2024 text drops the cap for creatures (see below).
    • •Height: The target rises up to 20 feet, and you can change its altitude by up to 20 feet on each of your turns. The text gives no maximum height.
    • •Climbing movement: A levitating creature that pulls itself along a surface moves "as if it were climbing," so each foot costs 1 extra foot unless it has a climbing speed.
    • •Related guides: Fly and the concentration rules. Browse the spell guide index.

    Rules Notes

    These are the 2014 rules. The 2024 changes are in their own section below.

    • •One creature or object you can see within 60 feet rises vertically up to 20 feet and stays suspended.
    • •Weight limit: 500 pounds. An unwilling creature that succeeds on a Constitution save is unaffected.
    • •The target moves only by pushing or pulling against a fixed surface within reach, as if climbing.
    • •You can change the target's altitude by up to 20 feet on your turn. As the target, you do it as part of your move. Otherwise it takes your action.
    • •When the spell ends, the target floats gently to the ground.
    • •Flying targets: The text says the target "can move only by pushing or pulling" against a surface, with no exception for a fly speed. As written, a levitated flier can't fly out of it; it can only climb along surfaces within reach.

    Synergies

    • •Ranged allies: Archers and casters keep hitting the floating enemy while it can't hit back.
    • •Ground hazards: Rise above Spike Growth, an Earthquake's fissures, or a flooded floor.
    • •Ascendant Step (warlock): The SRD warlock invocation lets you cast Levitate on yourself without a spell slot. In 2014 it needs warlock level 9 and works at will, with no material components. In 2024 it needs warlock level 5.
    • •Boots of Levitation: This magic item lets the wearer cast Levitate on themselves.

    Anti-Patterns

    • •Levitating the enemy archer.
    • •Levitating an enemy next to a wall or under a low ceiling.

    Tactical Modules

    • •Strand the brute: Lift the melee-only heavy hitter, then kill its allies.
    • •Sniper perch: Levitate yourself 20 feet up and cast from out of reach.
    • •Cliff climb: Rise up a cliff face, pulling yourself along the rock, to drop a rope for the party.
    • •Heavy lifting: Raise a fallen pillar or a chest of up to 500 pounds off a trapped ally.

    Countermeasures

    • •Threat: Enemy archers target you while you float. Response: Stay behind cover at your new height. Fallback: Drop the spell. You float down without taking damage.
    • •Threat: An enemy caster levitates your fighter. Response: Have the fighter grab a wall or ceiling if one is within reach and pull along it. Fallback: Break the caster's concentration with ranged attacks.

    Levitate in the 2024 Rules

    The 2024 version keeps the level, classes, 60-foot range, 20-foot rise, Constitution save, climbing-style movement, and 10-minute concentration duration. A few details changed.

    • •Loose objects only: The target is "one creature or loose object." An object fixed in place no longer qualifies.
    • •Weight limit: The text now says the spell "can levitate an object that weighs up to 500 pounds." The cap is written for objects only, so creatures have no weight limit in 2024. A Huge giant can be lifted if it fails its save.
    • •Moving another target: It takes a Magic action instead of an action.
    • •Material: "a metal spring."
    • •Ascendant Step: The 2024 warlock invocation lets a level 5+ warlock cast Levitate on itself without a spell slot.

    The berserker example above holds in 2024. The 2024 berserker still carries only a greataxe.

    Frequently Asked Questions

    What does Levitate do in 5e?

    It lifts one creature or object within 60 feet up to 20 feet into the air for up to 10 minutes (concentration). The target can move only by pushing or pulling against nearby surfaces. An unwilling creature makes a Constitution save.

    How high does Levitate go?

    Up to 20 feet when cast. You can change the altitude by up to 20 feet on each of your turns, and the text doesn't set a maximum.

    Does Levitate cause fall damage when it ends?

    No. When the spell ends, the target floats gently to the ground.

    Can you move sideways with Levitate?

    Only by pushing or pulling against a wall, ceiling, or other fixed surface within reach, which costs movement like climbing. In open air you can't move sideways.

    Is Levitate the same as Fly?

    No. Fly gives a 60-foot flying speed for travel. Levitate only moves you up and down, plus climbing-style movement along surfaces.

    Does the enemy get to repeat the save against Levitate?

    No. The spell gives one Constitution save when you cast it, with no repeat save.

    What is the weight limit for Levitate in 5e?

    In 2014, 500 pounds for any target, creature or object. In 2024 the 500-pound cap applies only to objects, so a creature of any weight can be levitated.

    Can warlocks cast Levitate?

    Not from the warlock spell list. The Ascendant Step invocation lets a warlock cast it on themselves: at warlock level 9 in 2014 and level 5 in 2024.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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