Levitate: This spell lifts the caster, all motion being in the vertical plane; however, the user could, for example, levitate to the ceiling, and move horizontally by use of his hands. Duration: 6 turns + the level of the user. Range (of levitation): 2"/level of Magic-User, with upwards motion at 6"/turn.Levitate is unusual in that it's the only 1st or 2nd level in the 3LBBs that causes a physical action (except maybe one other spell...) A couple spells (Light, Continual Light, Hold Portal, Wizard Lock) produce physical effects, but these count as a change of state; Levitate feels more physical.
Levitate uses the Light spell as a pattern for its duration: 6 turns + 10 feet/caster level. We might have the start of a simple pattern here, similar to the one for range:
- Instant: open-ended change of state
- Brief: 2 turns, preferred for combat effects
- Standard: 6 turns
- plus caster level, if physical
- or 2d6 turns, if combat-related
Levitate lists a range, but this is not the range of the caster to the target. In fact, the spell description says it only affects the caster; the "attack" version of this is Telekinesis, a 5th level spell. The range listed is actually the range of motion, and it is 10 feet per spell level x caster level. This is one of the spells which prompted my idea of a "Limit" stat for spells, in addition to Duration, Range, and Area.
There is a little leeway in the spell description. The second half of teh first sentence says "user" instead of "caster", leaving open the possibility of casting the spell on others. I think I'll stick with the caster-only interpretation, though, perhaps on the grounds that other targets might not have the training to control their rate of ascent. This means that there could be a higher-level Mass Levitate spell that allows the caster to take others up at the same rate. Mass Levitate could even be useful as an attack spell: levitate yourself and your enemies, hand-walk across the ceiling to a ledge, release the spell.