Freedom was an abjuration spell that released a being that was restrained in any way.[1][2]
Effects[]
One chosen being in close range was liberated from any magical or mundane effect that restricted their movement, such as the spells binding, entangle, imprisonment, maze, sleep, slow, temporal stasis, and web; forms of petrification; effects that caused paralysis and stunning; and grapples and pins. For imprisonment and maze, the caster needed to know the victim's name and background and cast the freedom spell at the location where they were entombed or banished into the maze.[1][2]
Freedom was the reversed form of the spell imprisonment.[4]
Components[]
It required only verbal and somatic components.[1][2]
Appendix[]
References[]
- ↑ 1.0 1.1 1.2 1.3 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), pp. 171, 207. ISBN 0-7869-1551-4.
- ↑ 2.0 2.1 2.2 2.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 196, 233. ISBN 0-7869-2886-7.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 65. ISBN 0-7869-1836-5.
- ↑ 4.0 4.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 195. ISBN 0-88038-716-5.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.