Spells / Freedom Of Movement
Freedom Of Movement
abjuration
LevelAlchemist 4, Bard 4, Cleric 4, Druid 4, Hunter 4, Inquisitor 4, Oracle 4, Ranger 4, Skald 4, Warpriest 4Casting time1 standard actionRangepersonal or touchTargetsyou or creature touchedDuration10 min./levelSaving throwWill negates (harmless)ComponentsV, S, M (a leather strip bound to the target), DF
Engine mechanics - what the game actually does
ProtectionWill save negates
subject moves and attacks normally despite paralysis, slow, web, entangle; automatically escapes grapples; 10 min/CL
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
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 . All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. 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 freedom of movement spell does not, however, grant water breathing.