Freedom of Movement

Level 4 Abjuration spell available to Bards, Clerics, and Druids. Touch an ally and they cannot be Paralysed or Restrained until Long Rest, and Difficult Terrain stops costing them extra movement. It also snaps them out of a Stun on the spot.

Spell description: Snap an ally out of any Stun. Difficult Terrain can’t slow them down, and they can’t be magically Paralysed or Restrained. If Restrained by non-magical means, they can spend 1.5m of Movement to free themselves.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Duration: Until Long Rest
  • Conditions applied: Freedom of Movement. Removes Stun. Immune to Paralysed and Restrained, and Difficult Terrain does not slow the creature down.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Freedom of Movement at higher levels provides no additional benefits.

How to obtain Freedom of Movement

  • Bard, Cleric, Druid at Class level 7
  • War Domain and Tempest Domain Clerics (Domain spell) and Circle of the Land Druids (Coast or Grassland) at Class level 7

FREEDOM OF MOVEMENT

Level 4 Abjuration Spell

Snap an ally out of any Stun. Difficult Terrain can’t slow them down, and they can’t be magically Paralysed or Restrained. If Restrained by non-magical means, they can spend 1.5m of Movement to free themselves.

Range: Melee (1.5m) Duration: Until Long Rest

CONDITION: FREEDOM OF MOVEMENT

Duration: Until Long Rest

Condition: Freedom of Movement

  • Movement Speed cannot be reduced by Difficult Terrain, spells, or magical effects.
  • The creature cannot be Paralysed or Restrained.
  • Casting it removes an existing Stun.

When to cast Freedom of Movement

Cast it on your melee fighter before a fight with things that grab, web, or paralyse. Spiders, ghouls, mind flayers, anything with Hold Person. Being immune to Restrained and Paralysed means the character who does the most damage never loses a turn to it.

It is also an emergency spell. If someone is Stunned, this removes it right now. Stunned is one of the worst conditions in the game and this is one of the few clean answers to it.

The Difficult Terrain part is a nice bonus rather than the reason to cast it. Webs, vines, ice, and Spike Growth still apply their other effects, you just move through them at normal speed.

It lasts until Long Rest and it is not Concentration, so put it on your frontliner in the morning and leave it there. The only rule is that a Cleric or Druid without it as a Domain or Circle spell has to keep it prepared, or every copy vanishes.

Freedom of Movement – Baldur’s Gate 3 Spell

Spell properties

Level
Level 4
School
Abjuration
Casting resource
Action + Spell Slot
Damage type

Range
Melee
Duration
Until Long Rest
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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