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Freedom of Movement

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Sp rgr freedomofmovement.png
Name: Freedom of Movement
School: Abjuration
Spell Level: Brd 4, Blc 4, Clr 4, DarkA 4, DarkH 4, Drd 4, FvS 4, Rgr 4, Storm 4
Special:
Components: SomaticIcon tooltip.pngSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components., Divine FocusIcon tooltip.pngDivine Focus: A divine focus component is an item of spiritual significance. The divine focus for a Cleric, Favored Soul, or Paladin is a holy symbol appropriate to the character’s faith. This has no gameplay applications in DDO, as all characters are always considered to be carrying a divine focus component at all times and it does not require a inventory slot., MaterialIcon tooltip.pngMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing. The metamagic feat Eschew Materials and some enhancements in Draconic Incarnation can remove this restriction.
SLA:
Spell Point Cost: 25
Metamagic: Enlarge, Eschew, Extend, Quicken
Target: Self, Friend
Range: Standard
Duration: 1 minute per caster level
Saving Throw:
DC:
Spell Resistance:
Cooldown: 4 seconds

Description

This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog.

Notes:

Freedom of Movement items