Freedom of Movement (Cleric Spell)

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Level: Cleric 4
School: Abjuration


Casting Time: Standard Action
Components: V, S, M (A heavily runed leather strip bound to the target, worth 1 gp.)


Range: Touch
Target or Area: one target creature, you or creature touched
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes


This spell enables you or a creature you touch to move and attack normally for the duration of the spell.
This effect lowers status conditions that usually impede movement, such as Paralyzed, to the next weakest condition instead, and if it is a Weak condition, it is negated completely.
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 being grappled or pinned. This is extremely useful against collapses, avalanches, pyroclastic flows, and similar Environmental Effects.
The spell also allows the subject to move and make melee attacks normally while underwater. The Freedom of Movement spell does not grant water breathing or have any affect on ranged attacks.
This spell can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by this spell are dispersed in those squares.
Obscuring spells include: Obscuring (Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Euphoric Cloud (Sorcerer/Wizard Spell),  Fog Cloud (Sorcerer/Wizard Spell),  Twilight Haze (Sorcerer/Wizard Spell),  Barrow Haze (Sorcerer/Wizard Spell),  Stinking Cloud (Sorcerer/Wizard Spell),  Solid Fog (Sorcerer/Wizard Spell),  Mind Fog (Sorcerer/Wizard Spell),  Cloudkill (Sorcerer/Wizard Spell),  Acid Fog (Sorcerer/Wizard Spell),  Plague Storm (Sorcerer/Wizard Spell),  Incendiary Cloud (Sorcerer/Wizard Spell),  Twilight Haze (Paladin Spell),  Mind Fog (Paladin Spell),  Fog Cloud (Ranger Poultice),  Mind Fog (Bard Spell),  Fog Cloud (Alchemist Extract),  Nauseating Trail (Alchemist Extract),  Stinking Cloud (Alchemist Extract),  Barrow Haze (Cleric Spell),  Plague Storm (Cleric Spell),  Nauseating Trail (Druid Spell),  Aggressive Thundercloud (Druid Spell),  Euphoric Cloud (Druid Spell),  Fog Cloud (Druid Spell),  Aggressive Thundercloud, Greater (Druid Spell),  Plague Storm (Druid Spell),  Nauseating Trail (Sorcerer/Wizard Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.
This spell lays a divine charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays a divine charge on you, the caster. Targets which already have a divine charge present must choose which to keep if the new spell has the same charge type. Only one divine charge can ever be present on a target at a time.