Float (Reversible)
- SchoolAlteration
- SphereElemental
- ComponentsV, S, M
- RangeTouch
- AreaOne creature or object
- Casting time5
- Duration1 turn/lvl.
- SaveNeg.
(See also: Float) Sidebar Undersea Priests A priest can place float upon his person, an object, or any single creature. The priest can float a maximum of 200 lbs. per level of experience. When cast, the spell causes the priest, object, or creature to float upward toward the surface of the water at a movement rate of 3. This movement rate is in addition to or subtracted from any other (e.g., a priest or creature that normally has a swimming movement rate of 12 can swim toward the surface at a rate of 15, or dive for the bottom at a rate of 9). Horizontal movement is not empowered by the spell, but the recipient can still swim or be pulled laterally. Once cast, the spell requires no concentration and the caster can cancel it at will. If the subject of the spell is unwilling, or the object is in the possession of an unwilling creature, a saving throw vs. spells is allowed to determine if the float spell affects it. This spell works only in liquids or liquified matter (water, quicksand, molten lava, etc.) and cannot cause objects or creatures to float into the air. Objects affected by the spell will float on the surface of the water for the duration of the spell or until the spell-caster negates it. Creatures affected by the spell will also float on the surface but have the option of swimming or diving. The spell does not empower any creature with water walk or free action abilities.
The reverse, plunge, causes objects to sink into the depths (movement rate as above). The plunge spell can be devastating to ships and swimmers. Naturally, a float spell can be used to counter a plunge, and vice versa.
The material component is a small splinter of driftwood for the float spell or a small pebble for plunge.
Sources: Dragon Magazine