All Spells | Mythic | Custom Search | Definitions

Adept | Alchemist | Antipaladin | Arcanist | Bard | Bloodrager | Cleric | Druid | Hunter | Inquisitor | Investigator | Magus | Medium | Mesmerist | Occultist | Oracle | Paladin | Psychic | Ranger | Red Mantis Assassin | Sahir-Afiyun | Shaman | Skald | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Warpriest | Witch | Wizard

Occult Rituals


Freedom of Movement

Source PRPG Core Rulebook pg. 287
School abjuration; Level alchemist 4, bard 4, cleric 4, druid 4, hunter 4, inquisitor 4, investigator 4, medium 4, mesmerist 4, occultist 4, oracle 4, psychic 4, ranger 4, skald 4, spiritualist 4, warpriest 4

Casting

Casting Time 1 standard action
Components V, S, M (a leather strip bound to the target), DF

Effect

Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Description

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.