Freedom of Movement (Ranger Poultice): Difference between revisions

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Revision as of 19:30, 24 February 2019

Level: Ranger 4
School: Abjuration
Domain: liberation 4, luck 4
Subdomain: flowing 4

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A heavily runed leather strip bound to the target, worth 1 gp.)

Effect

Range: Touch
Target or Area: one target creature, you or creature touched
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

This spell enables you or a creature you touch to move and attack normally for the duration of the spell.
This effect lowers status conditions that usually impede movement, such as Paralyzed, to the next weakest condition instead, and if it is a Weak condition, it is negated completely.
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 being grappled or pinned. This is extremely useful against collapses, avalanches, pyroclastic flows, and similar Environmental Effects.
The spell also allows the subject to move and make melee attacks normally while underwater. The Freedom of Movement spell does not grant water breathing or have any affect on ranged attacks.
This spell can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by this spell are dispersed in those squares.
Obscuring spells include: Obscuring (Acid Fog (Sorcerer/Wizard Spell),  Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Barrow Haze (Cleric Spell),  Barrow Haze (Sorcerer/Wizard Spell),  Cloudkill (Sorcerer/Wizard Spell),  Euphoric Cloud (Druid Spell),  Euphoric Cloud (Sorcerer/Wizard Spell),  Fog Cloud (Alchemist Extract),  Fog Cloud (Druid Spell),  Fog Cloud (Ranger Poultice),  Fog Cloud (Sorcerer/Wizard Spell),  Incendiary Cloud (Sorcerer/Wizard Spell),  Mind Fog (Bard Spell),  Mind Fog (Paladin Spell),  Mind Fog (Sorcerer/Wizard Spell),  Nauseating Trail (Alchemist Extract),  Nauseating Trail (Druid Spell),  Nauseating Trail (Sorcerer/Wizard Spell),  Plague Storm (Cleric Spell),  Plague Storm (Druid Spell),  Plague Storm (Sorcerer/Wizard Spell),  Solid Fog (Sorcerer/Wizard Spell),  Stinking Cloud (Alchemist Extract),  Stinking Cloud (Sorcerer/Wizard Spell),  Twilight Haze (Paladin Spell),  Twilight Haze (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.