<strong>Levitation</strong><br/>The only spell to grant mobility in a lower level Brotherhood<br/>mage’s arsenal of magic, Levitation has saved many lives<br/>since its development. Capable of making the caster or<br/>another object or creature defy gravity, it can stop someone<br/>from falling or halt a moving item in its tracks. Only one<br/>form of Levitation can ever be cast each round, whether that is<br/>within the Brotherhood wizard’s turn or not.<br/><br/><em>Tier I: Gentle Glide</em><br/>This form of the Levitation spell slows the caster’s rate of<br/>descent, allowing him to fall virtually any distance and not<br/>take any damage from the landing. This spell is cast as a<br/>reflex when a Brotherhood wizard falls, allowing him to<br/>invoke it even if it is not his turn (as a free action). He must<br/>still be able to move and speak freely however, so a bound and<br/>gagged Brotherhood wizard will still plummet like a stone.<br/><br/><em>Tier II: Halting Stare (1 Endurance)</em><br/>This allows the Brotherhood wizard to cast Gentle Glide on<br/>an ally within line of sight. This can also be cast ‘out of<br/>turn’, providing an infallible defence against sudden falls<br/>for a Brother’s allies. In addition to this defensive use, a<br/>Brotherhood mage can cast it as a magical ranged attack<br/>at any one target within 120 feet. If the target is struck, it<br/>loses 10 feet of base movement. If a target is left with 0 base<br/>movement, it hovers a few inches off the ground, loses any<br/>Dexterity bonus to Armour Class and cannot move in any<br/>direction unless it can fly. Halting Stare lasts 2d4 rounds;<br/>additional castings on the same subject adds one round to the<br/>total duration of the effect.<br/><br/><em>Tier III: Freeze the Flight (2 Endurance)</em><br/>Freeze the Flight stops the aerial motion of any one flying<br/>object or airborne creature struck by its ranged magical attack.<br/>The target must be within 120 feet and if it is a weapon (axe,<br/>arrow, rock), the Brotherhood wizard must hit an Armour<br/>Class equal to its attack roll. This spell will not work on<br/>bullets or items that are simply moving too fast for the wizard<br/>to see. This version of the spell can also be cast out of turn<br/>as a free action. A ‘stopped’ aerial target hangs in mid-air<br/>for 1d4+1 rounds. If it is a free-willed creature, it can move<br/>under its own power once the effect ends. If not, it drops to<br/>the ground when the spell’s duration ends.<br/>