![]() ![]() Looking at spells: Does Freedom of Movement trump magical barriers like Wall of Force? (You can find a way through a Force Cage with an Escape Artist check of something like 60, or so I've been told. And those only auto-succeed when used to escape a Grapple or a Pin. Once you're in a situation where Escape Artist is called for, however, well, I think Escape Artist is called for. I think we're in agreement on part of this: If the power is in effect before you're bound, they can't restrain you unless you let them. ![]() You still get to move your speed while yer stuffed inside of a box. Difficult terrain isn't holding on to you, but it slows down your speed, which is an effect that the spell specifically ignores. ![]() A cage or a chest that you have been stuffed inside isn't physically grabbing and holding on to you. I guess think of it in terms of being physically bound (as in grabbing or holding on to you). You don't get to "teleport" past it or anything. The door is simply a barrier and doesn't relate to your ability to move any more than a Wall of Force or a solid stone wall would. You are free to move however you want regardless of the door being locked or not. The only example you gave that doesn't apply is locked cell doors. I like making fast PCs that move around a lot and this spell is great for that build. It's one reason I love the Travel Domain. Also, check out how much a Ring of Freedom of Movement costs, it's very expensive. ![]() Keep in mind, it is a 4th level spell, which is pretty high level considering what class level you need to be before you can cast a single 4th level spell per day. Your speed is also not impeded with difficult terrain or any effects that would normally reduce your speed while in the area. You are basically immune to manacles, bindings, grapples, etc, etc. The first line of the spell description mentions magical effects, " even under the influence of magic that usually impedes movement." The rest of the examples are all nonmagical effects. Sound arguments are also welcome (noting that in this case "sound" and "noisy" aren't the same thing at all )įreedom of Movement works against all effects that keep you from moving. I've tended to play it close to the "Magical restrictions only" end of the scale, with a side of "Ignore minor terrain issues."ĭoes anyone have any rules references or other authoritative sources that could help clarify this? So somewhere between these extremes lay the line of what is and isn't ignored when Freedom of Movement is in effect. (You needed to use the power to escape your captors before they got the chains or ropes on you and locked you in that cell.) The first sentence could be read to imply that the spell also foils non-magical impediments, such as heavy brush or rough terrain, though aquatics are the only difficult environment specifically mentioned.Īnother thing not mentioned, and almost certainly * Not* included would be manacles, rope bindings, locked cell doors etc. Tanglefoot bags aren't magical, they're alchemical. Material Component: A leather thong, bound around the arm or a similar appendage.Īs written, the spell specifies magical impediment being rendered ineffective. The freedom of movement spell does not, however, allow water breathing. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 ![]()
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