Greenfield
Adventurer
We're in a relatively low level game (4th/5th), and our Cleric has the Travel domain, so she gets a Freedom of Movement effect as a domain power.
In a recent game the character got tagged with a Tanglefoot Bag. The player invoked the Domain power and play went on.
I didn't argue it at the time, but it bothered me.
As written, the spell specifies magical impediment being rendered ineffective. Tanglefoot bags aren't magical, they're alchemical.
The first sentence could be read to imply that the spell also foils non-magical impediments, such as heavy brush or rough terrain, though aquatics are the only difficult environment specifically mentioned.
Another thing not mentioned, and almost certainly *Not* included would be manacles, rope bindings, locked cell doors etc. (You needed to use the power to escape your captors before they got the chains or ropes on you and locked you in that cell.)
So somewhere between these extremes lay the line of what is and isn't ignored when Freedom of Movement is in effect. I've tended to play it close to the "Magical restrictions only" end of the scale, with a side of "Ignore minor terrain issues."
Does anyone have any rules references or other authoritative sources that could help clarify this?
Sound arguments are also welcome (noting that in this case "sound" and "noisy" aren't the same thing at all
)
In a recent game the character got tagged with a Tanglefoot Bag. The player invoked the Domain power and play went on.
I didn't argue it at the time, but it bothered me.
SRD said:Freedom of Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
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, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.
As written, the spell specifies magical impediment being rendered ineffective. Tanglefoot bags aren't magical, they're alchemical.
The first sentence could be read to imply that the spell also foils non-magical impediments, such as heavy brush or rough terrain, though aquatics are the only difficult environment specifically mentioned.
Another thing not mentioned, and almost certainly *Not* included would be manacles, rope bindings, locked cell doors etc. (You needed to use the power to escape your captors before they got the chains or ropes on you and locked you in that cell.)
So somewhere between these extremes lay the line of what is and isn't ignored when Freedom of Movement is in effect. I've tended to play it close to the "Magical restrictions only" end of the scale, with a side of "Ignore minor terrain issues."
Does anyone have any rules references or other authoritative sources that could help clarify this?
Sound arguments are also welcome (noting that in this case "sound" and "noisy" aren't the same thing at all
