Freedom of Movement Definitive Answer

Markn

Explorer
Not to mislead people, but is there a source somewhere (like a FAQ, Sage, etc) that details what Freedom of Movement works against and what it doesn't work against? Is there a link at EN World where someone can point me to where this has been debated? I would like to have a very clear definition of what this works against and what it doesn't so everyone in my game can be on the same page. We had an interesting situation last night involving a roper. When a ropers strands hit it does not require a grapple checks, and automatically stick to the target. The target on their turn is allowed to use a Str check or an Escape Artist check to break free. So obviously the FoM person would escape automatically on their turn as they have successful Escape Artist checks but should he have been stuck to the strands in the first place? The spell also isn't quite clear on non magical restrictions since it specifically points out movement in water. I suspect the spell would work against non magical sources but am looking for clarification.

Lastly, is there a search function for the forums? For the life of me I can't find it.

Thanks.
 

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Search works only for community supporters. there is a way round this via google, but if you are able, become a supporter.

I can see it being a DM call about the roper strands. I would not be unhappy with Blarg's ruling. Since the strands do not need a grapple check it implies to me that they stick, but may not be able to influence the victim, which then escapes the strands on their go.

I'd also go for FoM working for water-like substances. Acid, sewage, alcohol etc it would work on. glue, honey, plasma would be DM's call, lava and similar stuff probably not.

If you use these rulings, i'd say to the players: this is what it works on, i'll make a judement based on these guidelines when the situation arises.
 

Dross said:
I'd also go for FoM working for water-like substances. Acid, sewage, alcohol etc it would work on. glue, honey, plasma would be DM's call, lava and similar stuff probably not.

If you use these rulings, i'd say to the players: this is what it works on, i'll make a judement based on these guidelines when the situation arises.

I guess that is part of my issue. Does it work on nonmagical stuff? Just what does FoM cover and what doesn't cover? That is really what I am looking for...
 

Markn said:
I guess that is part of my issue. Does it work on nonmagical stuff? Just what does FoM cover and what doesn't cover? That is really what I am looking for...

When it doesn't say one way or another, we are left with extrapolating (and to be terribly pedantic: water generally is not magical).

My answer followed what I considered to be the intent of the spell without greatly changing the power level. *shrug* I don't have a definative answer, only something that seems reasonable to me.
 

The other part of this is the 9th level spell Freedom. If Freedom of Movement works on pretty much anything, why have a spell five levels higher that does pretty much the same thing? To be fair, Freedom lists things like Maze that aren't on the FoM list, but it seems odd for a spell to be five levels higher and work on like four more things. (I've been somewhat confused by the difference between FoM and Freedom for 3 and a half editions so far, because its never been explicitly stated how they work.)

A good rule of thumb might be FoM works on Non-Magical things that restrict movement, as well as spells 4th level and the Conditions lower that restrict movement. (Solid Fog is listed as one of the things FoM works against, and at 4th level its the highest thing on that list.) And Freedom works on anything (within the guidelines of the spell, like the name, background and location of the Mazed and Imprisoned).

There are still a few holes in that interpretation (such as the Sleep spell, which FoM isn't listed as working against, while Freedom specifically does), but its a start.
 

The SRD says this in the Freedom of Movement spell description (bold emphasis added):

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.​

That covers enough ground that I'd be willing to include the Roper's attack in the "such as" category above.

Dave
 

Kind of like the Roper's non-magical, un-resistable Strength draining effect, or the non-magical, non-poison Paralyzing effect of a Carrion Crawler's tentacles. Just little gaps in the rules no one has bothered to fill in.
 

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