What happens when... (Travel Domain Grappling Question)

Thanee said:
I would say no, it only allows you to move even if affected by magic, that specifically impedes movement (like Entangle, Slow or Web). I wouldn't see Telekinesis or being grappled by a Evard's Black Tentacles as such, altho, if you are inside the area of a Evard's Black Tentacles, you could move at full speed (unless grappled, that is). While you are unable to move, that is not a spell that impedes movement. The lack of movability is just an indirect result of the effect of the spell, not the direct effect itself, basically.

Whether it is a direct result of the effect of the spell or an indirect one (which btw, direct vs. non-direct effects are not that well defined anyway) is irrelevant.

If the spell impedes movement (regardless of how), the ability ignores it. Entangles, grapples, it does not matter.

Now, a wall spell does not impede movement, nor does it affect the character (i.e. the character is not a target of the spell effect). The character can move all they want, they just cannot move in a specific direction that they want.

But any spell effect that grapples and directly affects (i.e. targets either directly or within an area of effect) the character impedes movement by definition. The character cannot move and the reason he cannot move is the spell, hence, the ability works.


I agree, however, that the ability does not protect from a creature grappling the character, including a summoned creature.
 

log in or register to remove this ad

So you can just walk out of the Force Cage then? ;)

I read movement impeding as "your movement statistic is somehow reduced", not "you cannot move for whatever reasons".

Bye
Thanee
 

Hehe, I suppose with a successful grapple check the cleric could drag their magical grapple at full speed instead of half. :p

Seriously though, any form of magic that impedes movement AND is covered by the effects of the Freedom of Movement spell would apply here. So a magical grapple is automatically gotten out of by this cleric, while a forcecage will still trap the cleric (since FoM is no help there at all).
 

Thanee said:
So you can just walk out of the Force Cage then? ;)

I read movement impeding as "your movement statistic is somehow reduced", not "you cannot move for whatever reasons".

Then how do you explain Paralysis which is explicitly covered under the "movement impeded" clause of Freedom of Movement and does prevent you from moving (it does not just reduce your movement statistic)? ;)
 

KarinsDad said:
Now, a wall spell does not impede movement, nor does it affect the character (i.e. the character is not a target of the spell effect). The character can move all they want, they just cannot move in a specific direction that they want.
A wall doesn't impede movement? Can you walk through a wall? That doesn't make any sense. :) How about if you're surrounded by walls and can't fly or burrow? Is your movement impeded now? How about if you're in darkness?
 

Paralyzation could be seen as reducing movement statistic to zero, tho.

It's still that direct effect versus indirect effect thing.
I know, that it is a thin line, that's just how I see it. :)

Bye
Thanee
 

Hrm. What if someone summoned a troll, and it started grappling the cleric? It's magic, and it's impeding the cleric's movement... I might have to re-think my position on this.

Wouldn't the travel domain get you out of a Hold Person, too?

Spider
 

I would do away with the rules lawyering entirely (because this is precisely the thing that will bog a game down when it comes up in game) and simply say that the domain power allows you to have the full effects of Freedom of Movement for the duration described in the domain power description.

Then you don't have to waste time arguing with your player/DM and splitting hairs about which kinds of movement inhibitions are affected and which are not. Please note that the duration of the spell itself is 10 min/level, so the domain is quite a bit less powerful than the spell. Also, it's not a domain power that's going to be used all the time.

This is pretty much what we've done in our game, and its never been a problem. In fact, when the domain power was first used, I don't think we even noticed the hair splitting language about it only being useful for magical effects.
 

helium3 said:
Then you don't have to waste time arguing with your player/DM and splitting hairs about which kinds of movement inhibitions are affected and which are not. Please note that the duration of the spell itself is 10 min/level, so the domain is quite a bit less powerful than the spell. Also, it's not a domain power that's going to be used all the time.
The total duration for the domain power is a lot less, that's true, but it only functions as needed, when needed, and does so automatically. Using your houserule, for example, if you were fighting a creature with improved grab and got hit in round one, your FoM power would activate. If you did not get hit in round 2, then your FoM power would not activate. If you then got hit by a hold person in round 3, it would activate, using up the second round of your power.

No, not only do I think that your houserule is more useful than just freedom of movement 1/day, but it's way unbalanced for a domain power.
 

Infiniti2000 said:
No, not only do I think that your houserule is more useful than just freedom of movement 1/day, but it's way unbalanced for a domain power.

It's also the way the domain power works - with the minor quibble of whether or not it would apply to the Improved Grab or not.

SRD said:
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
 

Remove ads

Top