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<title>Freedom of Movement</title>
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<h1>Freedom of Movement</h1>
<ul>
<li><strong>Level</strong>: 4 Abjuration</li>
<li><strong>Classes</strong>: Bard, Cleric, Druid, Ranger</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 300 feet</li>
<li><strong>Components</strong>: V, S, M (a miniature crystal sphere)</li>
<li><strong>Duration</strong>: instantaneous</li>
<li><strong>Source</strong>: 5.2 SRD (D&amp;D 2024)</li>
</ul>
<p>A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. ### G Spells</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> You can target one additional creature for each spell slot level above 4.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/5.2_srd_(d&d_2024)/freedom-of-movement.md">Markdown Format</a></p>
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