s_emotion | s_name | s_chaotic | s_evil | s_descriptor | s_inquisitor | s_medium | s_ranger | s_casting_time | s_sonic | s_components | s_divine_focus | s_spell_resistence | s_pain | s_psychic | s_air | s_effect | s_magus | s_patron | s_acid | s_electricity | s_shapeable | s_spell_level | s_area | s_source | s_haunt_statistics | s_mythic | s_short_description | s_material | s_verbal | s_disease | s_occultist | s_adept | s_mind_affecting | s_fear | s_ruse | s_shadow | s_summoner | s_description | s_force | s_earth | s_targets | s_subschool | s_costly_components | s_language_dependent | s_duration | s_alchemist | s_focus | s_summoner_unchained | s_range | s_full_text | s_linktext | s_shaman | s_death | s_light | s_SLA_Level | s_meditative | s_wiz | s_mythic_text | s_mesmerist | s_hunter | s_bloodline | s_school | s_bloodrager | s_augmented | s_fire | s_poison | s_oracle | s_antipaladin | s_draconic | s_deity | s_bard | s_water | s_darkness | s_druid | s_sor | s_witch | s_somatic | s_paladin | s_skald | s_investigator | s_material_costs | s_domain | s_saving_throw | s_good | s_spiritualist | s_cold | s_dismissible | s_description_formated | s_curse | s_cleric | s_lawful | 0 | Freedom of Movement | 0 | 0 | 4 | 4 | 4 | 1 standard action | 0 | V, S, M (a leather strip bound to the target), DF | 1 | yes (harmless) | 0 | 4 | 0 | -1 | Agility (8) | 0 | 0 | 0 | bard 4, cleric/oracle 4, druid 4, ranger 4, alchemist 4, inquisitor 4, alchemist 4, inquisitor 4, occultist 4, psychic 4, mesmerist 4, spiritualist 4, medium 4 | PFRPG Core | 0 | Subject moves normally despite impediments to restrict movement. | 1 | 1 | 0 | 4 | -1 | 0 | 0 | 0 | 0 | -1 | 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. | 0 | 0 | you or creature touched | 0 | 0 | 10 min./level | 4 | 0 | -1 | personal or touch | Freedom of Movement School abjuration; Level bard 4, cleric/oracle 4, druid 4, ranger 4, alchemist 4, inquisitor 4, alchemist 4, inquisitor 4, occultist 4, psychic 4, mesmerist 4, spiritualist 4, medium 4CASTINGCasting Time 1 standard actionComponents V, S, M (a leather strip bound to the target), DFEFFECTRange personal or touchTargets you or creature touchedDuration 10 min./levelSaving Throw Will negates (harmless); Spell Resistance yes (harmless)DESCRIPTIONThis 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. | Freedom of Movement | -1 | 0 | 0 | 4 | 0 | -1 | 4 | 4 | Destined (9) | abjuration | -1 | 0 | 0 | 4 | -1 | 0 | 4 | 0 | 0 | 4 | -1 | -1 | 1 | -1 | -1 | -1 | NULL | Liberation (4), Luck (4), Flowing (4) | Will negates (harmless) | 0 | 4 | 0 | 0 | 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. | 0 | 4 | 0 |
---|