You were exagerating your point to prove something you didn't have to. Yes the spell could be broken if we didn't use basic common sense. Which I know you have. Saying it would allow action regardless of brain function is also a silly statement that is an obvious unintended application of the spell. The spell deals with Impeded Movement not ignoring death.
Oh and there is still a measure of difference between walking through a wall (ie an obstacle) and moving through water effortlessly or escaping a grabble (ie an Impedment)
just saying
Aesop
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
FOM does not allow you to walk through spider webs. (Cast ones maybe, but that is a magic spell.)
FOM does not allow you to have underwater action, that is, well, underwater action. I thought you knew that!
FOM does not allow you to carry insane amounts of weight... high STR scores do.
Please stop talking about that which is not in the game as reason to nerf FOM. If you don't like what it does, use that as you did in the OP. Unfortuanately, once your original premise was challenged you resorted to outlandish arguments. My wife accusing me of a similar thing. For example, I'll talk about buying a pair of ATVs so that buying only one starts to sound resonable, though we all know it is a poor and self serving argument.
Freedom of Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
DDOwiki.com, #1 source for DDO information.
Except it specifically says it protects you from grapple.
From SRD: The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
Aesop, I was commenting on what it does in this game. Not paper. I don't have that info and as far as I can tell, most of the paper game does not translate directly anymore. (Not saying good or bad, just an observation.)
From the compendium:
This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog.