Freedom of Movement
The target creature becomes immune to paralysis, slow, and entanglement spells and effects.
| School | Abjuration (opposed by Conjuration) |
| Spell level | Cleric 4, Druid 4, Paladin 4, Ranger 4, Assassin 4, Blackguard 4 |
| Range | Medium (20 m) |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item, a door or a placeable |
| Concentration | Damage can interrupt the casting |
| Area of Effect / Target | Single |
| Duration | 1 turn (1 minute) per caster level. Extend doubles it. |
| Additional Counter Spells | Web |
| Save | None |
| Spell Resistance | No |
| Metamagic allowed | Extend (Cleric, Druid or Ranger only), Quicken (Cleric or Druid; Paladin, Ranger, Assassin or Blackguard with Automatic Quicken Spell II), Silent (Cleric, Druid or Ranger; Paladin, Assassin or Blackguard with Automatic Silent Spell II), Still (Cleric, Druid or Ranger; Paladin, Assassin or Blackguard with Automatic Still Spell II). The Automatic feats need level 9 spells, so a Paladin, Ranger, Assassin or Blackguard takes them only with a second class that casts them |
How it works
- Casting it removes any paralysis, entanglement, slow or movement speed penalty already on the target.
- It also blocks any effect that would slow your movement.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
