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  1. - Top - End - #1
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default The limits of freedom of movement.

    A great deal of unusual statements have been done about the freedom of movement spell ranging from the rules-stretching (you can escape bonds) to the ridiculous (you can move around attacking normally while dead).

    What does freedom of movement do?

    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. 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. 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, allow water breathing.
    So, you move and attack normally under the following conditions:
    a) magic that impedes movement
    b) being underwater
    and you automatically succeed in grapple or escape artist checks to resist or escape grappling or pinning.


    What the spell can't do:
    Here is a variety of conditions that freedom of movement won't help against:

    Natural dangers
    This category includes any natural phenomenon that impedes movement with the exception of being underwater. This list includes-but is not limited to-being checked by hurricane force winds, being blown away by a tornado, being stuck into snow or mud, slipping into ice, being slowed by rugged terrain, sand or thick vegetation or being encumbered by weight. Such effects are not magical and thus freedom of movement does not apply.

    Mundane dangers
    This category includes effects that are nonmagical but are not natural phenomena but rather intervention from other creatures' actions that do not include grappling or pinning. This list includes but is not limited to dexterity or strength poisons, paralysis poison (as long as it is nonmagical), nonmagical adhesives, bonds of any kind (ropes, nets, chains, manacles), special immobilisation maneuers (dragon crush, stepped on by a flesh colossus), daze, stun and nonmagical paralysis. Such effects are not affected by freedom of movement because they are nonmagical, non-grappling effects.

    Instantaneous magic
    This category includes magic that has an instantaneous effect. This list includes flesh to stone, the Word spells, Imprisonment and Weird. Because you are not under the effects of magic-an instantaneous effect is not magical after the magic is cast-freedom of movement does not apply.

    Barriers
    This category includes any and all barriers that, while a character can move and attack normally, they can't move or attack through them. The list includes both mundane walls and spells that create walls or prisons, including wall of force, forcecage, resilient sphere, antilife shell and repulsion. Your movement is not impeded by an ongoing magic-you still have your standard move speed. The magic creates a barrier that you can't cross.

    Enchantments
    This category includes all enchantments that can be used to prevent you from taking actions or control your actions that don't cause paralysis. The list includes dominate person, command, suggestion, irresistinble dance, binding and others. If you are suggested or dominated and ordered not to move, the enchantment does not affect your move speed-it controls wether you can attempt move actions as all. Similarly, if commanded to flee or stop or come under the effects of irresistible dance, the enchantment controls what action you take-it does not restrict your move rate.

    Time and space
    Spells that actually affect time either stopping it, preventing you from taking actions, or removing you from space don't affect your move speed but your ability to take actions. Such spells include temporal stasis, time hop, maze, celerity and a few others. When you're stopped in time (temporal stasis) a freedom of movement won't help you move because you can't take acions at all. If you're dazed due to celerity-tough luck, it's instantaneous effect. Maze does not stop you from moving-it just transports you within a maze in which you can move quite freely.



    NOTE:

    While Freedom of Movement is limited, the 9th level spell Freedom will free you from ANY spell and effect preventing movement, including most of the above.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  2. - Top - End - #2
    Banned
     
    AssassinGuy

    Join Date
    Aug 2007
    Gender
    Male

    Default Re: The limits of freedom of movement.

    Unfortunately, "even under the effect..." is clarification, not restriction. The spell allows you to move and attack normally, whether what's stopping you from moving or attacking normally is magic or not.

    You're right about Barriers and Enchantments. I don't think you're right about right about nonmagical Paralysis poisons, dragon crush, ropes/manacles, etc. I'm not sure about natural hazards like winds, difficult terrain, etc.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Mar 2007

    Default Re: The limits of freedom of movement.

    I strongly disagree with your interpretation that nonmagical effects, such as wind, will still impede movement.

    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
    Note the word even. This means that magical impediments are in addition to some other kind of impediment, which would logically be non-magical impediments.

    The use of the world normally, however, is subjective.

    Edit: it depends how this spell functions. If it makes you frictionless, for example, then you couldn't pass through barriers, wind resistance would be reduced and grapples can be gotten out of. This is my prefered interpretation. Though this doesn't explain underwater well.
    Last edited by sikyon; 2007-12-06 at 07:42 PM.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Jul 2006
    Location
    Northen Virginia
    Gender
    Male

    Default Re: The limits of freedom of movement.

    There's no water resistance (or at least little enough to act like air).

  5. - Top - End - #5
    Orc in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: The limits of freedom of movement.

    Yeah, what everyone else already said. Freedom of movement slices, dices, and does it all.

  6. - Top - End - #6
    Bugbear in the Playground
     
    Zombie

    Join Date
    Jul 2007
    Gender
    Male

    Default Re: The limits of freedom of movement.

    Quote Originally Posted by deadseashoals View Post
    Yeah, what everyone else already said. Freedom of movement slices, dices, and does it all.
    Question is, should it ?

    Paralysis, hold person, manacled/tied up - FoM works
    Walls, Maze, Forcecage -FoM should not work.
    Buried in Stone / Ice ... hard to say, but basically I'd say you got burrowing 1 for the purpose of getting out, subject to lack of air. May NOT use FoM to dig into the ground, but you can move, barely, even when buried in stone or snow. You are able to preform movement for spells.

    Grapple, Trip. a bonus, but not immunity. Because it is boring with full immunities ;D
    Last edited by Khanderas; 2007-12-07 at 04:56 AM.

  7. - Top - End - #7
    Bugbear in the Playground
     
    Kizara's Avatar

    Join Date
    May 2007
    Location
    Ownageville (OV)
    Gender
    Male

    Default Re: The limits of freedom of movement.

    Quote Originally Posted by Khanderas View Post
    Question is, should it ?

    Paralysis, hold person, manacled/tied up - FoM works
    Walls, Maze, Forcecage -FoM should not work.
    Buried in Stone / Ice ... hard to say, but basically I'd say you got burrowing 1 for the purpose of getting out, subject to lack of air. May NOT use FoM to dig into the ground, but you can move, barely, even when buried in stone or snow. You are able to preform movement for spells.

    Grapple, Trip. a bonus, but not immunity. Because it is boring with full immunities ;D
    Don't see how RAW it does anything against tripping anyways.

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