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Freedom of Movement spell in water

So what happens when I cast this spell and then jump into deep water?

Do I sink to the bottom and walk around on it? Do I automatically gain neutral bouyancy? Do I get to fly through the water like a fly spell in the air?

My Dm ruled that my character acted like the water was not even there so I ran full tilt to the other side of the river and then climbed up the side and out of the water since it was deeper than I was tall and drowning would be a major danger.

Did we do this right or is there a good official description of what your movement in water should be like.
 

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This question has already been answered on p.48 of the Official D&D 3rd Ed. FAQ. I don't know how many times I have said this on this board, but I don't think I can say it enough: If you do not have this document then get it. It answers the most commonly asked questions regarding D&D 3rd Ed. rules.
 
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The water does not restrict your movement, but you're still bouyant. This means that although you're not subject to the combat penalties caused by water resistance, you still swim, float, or sink normally.

Isn't this in the FAQ?
 

Figured I'd post the actual FAQ ruling (from v. 07122002, p. 45), having edited out the more discursive parts:

What happens when a character who has received a
freedom of movement spell jumps or falls into water? My
DM seems to think that the character falls straight through
the water and goes “splat” on the bottom. My DM explains
that the spell eliminates all water resistance, which prevents
the character from swimming or floating.

While the DM is always right, he’s followed a faulty line of
reasoning here...

...the freedom of movement spell (and its cousin
from earlier editions, the free action spell) has nothing to do
with eliminating water resistance or friction; it allows normal
movement and attacks even under conditions in which normal
movement and attacks are not possible...

“Normal movement” in water is swimming or walking along the bottom.
When a character under a freedom of movement effect enters
water, he makes a Swim check; if he fails, he cannot move, and
he sinks if he fails by 5 or more. Note that failing to make
progress or sinking are both “normal movement” in this
instance.
 

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