Tied up


Rules Questions


Can a wizard who has his hands tied behind his back cast spells with somatic components? I have read somatic spells require just a little bit of motion from the hands.


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This really sounds like a test for blaphers
*looks around a bit, holding some rope.
I can try to help I guess.

Components wrote:

Somatic (S)

A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

In most cases, assuming we're talking about wrists bound together basically, the answer is no. The movements require precise and measured control. Having your hands restricted is generally going to be ruled as preventing you from turning your wrist at the right angle, directing your pinky in the direction of the setting sun, stopping you from making a full extension of your hand from your body, or some other arcane and nebulous action that somatic components require. Components are left undescribed in most cases, but it could be swirling your hand across your face, or twiddling your fingers as you draw your hand diagonally from left shoulder to right hip. Very rarely is it going to be as simple as twiddling your fingers, or giving a thumbs-up, or flipping 'the bird'.

Note that certain spells have specific actions described and those might... might be possible, but typically they are more restrictive actions, ie. having to wrap a leather cord around your wrist (which should technically require both hands or some real work with the strap in your teeth) or drawing a diagram in powdered silver, etc.

The Still Spell feat or rod of metamagic (Still Spell) would be what you need (though, if you've been tied-up they probably took your rod, but you would be able to use it if you can hold it, even if tied-up.)


If wearing a breastplate can make you mess up the movement i would say having your hands tied behind your back makes it impossible.

Liberty's Edge

As a rule of thumb, being tied up count as being pinned or, if loosely chained, as being grappled.

So this applies:
Grappled: ... A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
Pinned: A pinned creature is tightly bound and can take few actions. ... A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

For the DC, from Escape artist:
Ropes: The DC of your Escape Artist check is equal to the binder's Combat Maneuver Bonus +20.
Manacles and Masterwork Manacles: The DC for manacles is set by their construction (see the table below).
Restraint Escape Artist DC
Rope/bindings Binder's CMB +20
Net, animate rope, command plants, control plants, or entangle 20
Snare spell 23
Manacles 30
Tight space 30
Masterwork manacles 35
Grappler Grappler's CMD


The wizard might be able to get away with it with a quickened or otherwise swift action spell because those somatic components pretty much have to be simplified given they don't attract AoOs. I can't see it working well with most other non-stilled spells.

Note that dimension door doesn't have somatic components, and contingent spells are cast earlier. This may matter a lot to the shackled wizard.

Edit: the shackle spell might well count as grappled, Diego's right. Which... has very little effect on spellcasting in the absence of a grappling creature with a CMB. If it uses your witches CMB then that isn't going to be a great improvement. Hopefully not.

Liberty's Edge

avr wrote:


Edit: the shackle spell might well count as grappled, Diego's right. Which... has very little effect on spellcasting in the absence of a grappling creature with a CMB. If it uses your witches CMB then that isn't going to be a great improvement. Hopefully not.

"You summon a set of Small or Medium masterwork restraints into being.", so a DC of 35, it is not influenced by the caster CMB.

I think this is the only piece of the rules that address ting up someone directly. all other pieces that I recall are about freeing yourself from the bindings.

PRD wrote:
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

It confirm that a bound target count as pinned. But if we want the classical scene of a guy with bound hands and a leash on his neck being dragged around, the pin condition is inappropriate.

Maybe there is something in the intrigue books.


Is there rules for tying someone with chain? Or it would be same as ropes, just with higher break DC?

Liberty's Edge

DarkPhoenixx wrote:
Is there rules for tying someone with chain? Or it would be same as ropes, just with higher break DC?

I don't see anything.


BTW, Caster's Tattoo can come in handy if you are tied up and/or gagged.


@Diego: even though it doesn't influence the DC to escape, the grapple formula references the CMB. If the GM doesn't say that casting such spells is out, and does use the grappled condition to represent the effect, then they might use the caster's CMB. Or even something like caster level + casting stat modifier.

@Darkphoenixx: I think Atalius is planning to have the character casting shackle, not the one which would like caster's/Varisian tattoo.


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Like Diego Rossi quoted about being pinned (though it kind of got lost in all that Escape Artist DC stuff about various restraints:

Pinned wrote:
Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.

Now Pinned is pretty bad, and the Tied-up condition that we're talking about here isn't like that gained from being pinned and hog-tied (ie. the person in this example isn't helpless, just has bound hands, but we also see this for the grappled condition:

Grappled wrote:
Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.

I know... Surprise! They're both identical.

but at least we know that being grappled also prevents the required movements for somatic components, even though grappling allows far more freedom than having your hands bound (nevermind behind your back). I think just the fact that somatic components require measured and precise control is enough that restricting movement to where you can't reach or extend your hands reasonably is a sufficient answer for most situations that your players should be prepared to accept.

Liberty's Edge

Old text Pizza, now it say:

Grapple condition wrote:
Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

And in the magic section:

PRD wrote:
Grappling or Pinned: Casting a spell while you have the grappled or pinned condition is difficult and it requires a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting). Pinned creatures can only cast spells that do not have somatic components.

It has been changed with the 4th edition of the CRB.


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I'm gonna go with Pizza Lords first quote. If your hands are tied, they are not free.
The rest about grapples and pinned is all smoke and mirrors that do not help.

components wrote:

Somatic (S)

A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.


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Hands must be free. If you don't have a hand free you don't cast somatic spells.
Fairly clear. Tied up means no hand free


The info from path of the hellknight about manacles seems relevant here

Manacles wrote:

Frontal Restraint: A creature whose wrists are bound with manacles can wield only one melee weapon or shield in combat (the weapon may be a two-handed weapon). It cannot make use of ranged weapons, except for crossbows (but even these cannot be reloaded by the bound creature). Any attack the creature makes while manacled takes a –4 penalty. The creature can attempt skill checks using its hands, but at a –5 penalty (–15 on Disable Device checks to pick the lock of manacles the creature is wearing).

Rear Restraint: Manacles might be employed to keep a creature’s hands behind its back. In such cases, the creature cannot use its hands to effectively employ any weapon or shield. The creature can attempt to use its hands to perform a skill, but at a –10 penalty (–25 on Disable Device checks to pick the lock of manacles the creature is wearing). While manacled, a creature can attempt to flip its arms beneath its legs, bringing its hands in front of itself. This requires a successful DC 25 Escape Artist check (a separate Escape Artist check is then required to escape the manacles).

Doesn't seem that tying the hands up would stop them from casting spells since they can still perform skill checks using their hands.

I'd go with needing a concentration check equal to the escape artist check. You may also want to enforce that they need the material component in hand as well.


Casting spells are not skill checks. One is not the same as the other. False equivilant.

You don't have your hands free. You need at least one hand free.

Liberty's Edge

The hands are free. The wrists aren't.

So saying "You don't have your hands free." is as imprecise as any other argument.

The truth is that, unless something has been written in a companion or some other book not available in the PRD there aren't definitive rules about how much you are impeded by manacles, ropes or other restraining equipment. It is all open to interpretation by the GM.

It is even appropriate as the variants are so many that a single rule will not cover them all.


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Diego Rossi wrote:

The hands are free. The wrists aren't.

This is a level of rules-lawyering that would be ... let's call it 'frowned upon' at any table I run.

In practical terms there is insufficient distinction between the two to justify ruling that your hands are free.

Still, if another GM let's you get away with it...have fun!

Liberty's Edge

dragonhunterq wrote:
Diego Rossi wrote:

The hands are free. The wrists aren't.

This is a level of rules-lawyering that would be ... let's call it 'frowned upon' at any table I run.

In practical terms there is insufficient distinction between the two to justify ruling that your hands are free.

Still, if another GM let's you get away with it...have fun!

Really? With a set of manacles you can move the hand relatively free, enough rope will restrict your movement more, those manacles for the thumbs will limit the movement of your hand even more.

At the end of the day it is all about the story the GM want to have.
A daring escape of the PCs, the villain being able to attempt an escape, or not, and so on. Generally you can't keep someone so tightly bound that he is unable to do anything for a long time, unless you are willing to take care of all his needs.


No restrictions on manacles to cast isn't a daring escape. It's a standard action.

Your wrist argument has 0 grounding in rules.


As with many things there's the usual and the specific. A creature that is 'bound' (and usually 'helpless') (aka failing an escape artist or str check) renders most somatic jestures impossible thus preventing spellcasting that relies on said gestures. No free hand (or dexterous appendage capable of fine manipulations for those oozemorphs out there B^≣). Ofcourse with diverse magic and spells there are exceptions. Quickened, Silent, Still, psychic magic, Contingency, spell tattoos and familiars, ...

Liberty's Edge

Cavall wrote:

No restrictions on manacles to cast isn't a daring escape. It's a standard action.

Your wrist argument has 0 grounding in rules.

PRD wrote:
Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Hand, not arm. So I can retort that your argument has no basis on the rules.

And I am arguing that you need to make a concentration check, a difficult one, not that there is no restriction.

Azothath wrote:
As with many things there's the usual and the specific. A creature that is 'bound' (and usually 'helpless') (aka failing an escape artist or str check) renders most somatic jestures impossible thus preventing spellcasting that relies on said gestures. No free hand (or dexterous appendage capable of fine manipulations for those oozemorphs out there B^≣). Ofcourse with diverse magic and spells there are exceptions. Quickened, Silent, Still, psychic magic, Contingency, spell tattoos and familiars, ...

Bound (non manacled) is the equivalent of pinned, so somatic gestures aren't possible.

As already said, there are different levels of restraint.

A dangerous person during a trial can have manacles and fetters, but he is still capable to eat, move slowly, write and so om.
If the hand are tightly bound together behind his back and then the arms are bound to his torso he can't do any of he above.
The first guy is very limite but isn't helpless, the second is.


Quickened still has somatic components. I could find nothing that says otherwise.


Bound is the equivilant of pinned

Quote:
Manacles can bind a Medium creature

.

Pinned have no hands free. It's quite clear.


Do point me where in the rules it says characters with just their hands tied up (not themselves tied up) gain the pinned or grappled condition and are thus unable to cast spells with somatic components (and also thus unable to move or do really anything aside from attempt to escape the bonds) or that they gain a condition which says that their hands aren't free.

You're also still able to move your arms when your hands are tied up and wrists as well, it's just that your hands can't freely flail everywhere, which would allow you to bring your hand over to your spell component pouch to get your spell components, and also do somatic components (it'd just be harder).

By RAW there is nothing restricting you from casting when manacled or having your hands tied up.

By RAI I've already posted my opinion on how to handle this.

Liberty's Edge

Cavall wrote:

Bound is the equivilant of pinned

Quote:
Manacles can bind a Medium creature

.

Pinned have no hands free. It's quite clear.

Find a definition of bind, not a piece where is used to define some other thing. Especially one where it say that bound is the equivalent of pinned.

Probably I can find as many examples in the rulebooks and adventures that don't treat manacled as helpless as you can find examples that equate bound to helpless.

Bind/bound isn't a game term, so it isn't so clear cut as you say.

Liberty's Edge

Quote:
Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy.

You see, you are treating a piece of explicative text as something absolute.

Reading that text your way, you become helpless the second in quick I held your hand.


Diego Rossi wrote:
Cavall wrote:

Bound is the equivilant of pinned

Quote:
Manacles can bind a Medium creature

.

Pinned have no hands free. It's quite clear.

Find a definition of bind, not a piece where is used to define some other thing. Especially one where it say that bound is the equivalent of pinned.

Probably I can find as many examples in the rulebooks and adventures that don't treat manacled as helpless as you can find examples that equate bound to helpless.

Bind/bound isn't a game term, so it isn't so clear cut as you say.

Indeed, but the rules do include what happens when you bind hands (using manacles) as I quoted and linked earlier, and they don't include the loss of being able to use somatic components.


They wouldn't need to. That's already coveted in somatic components. Which you need a free hand to do.

Somatic components need precise movement. It is clear about that. Being bound prevents precise hand movements.

It doesn't need to repeat itself.

Liberty's Edge

It all depend of how the target is bund. If classical manacles are used the movement is restricted and I will require a concentration check.

It the person binding the caster take extra precautions to be sure that he is unable to cast spells with somatic gestures, like binding the hands, not only the wrists, it will become impossible to cast spells with somatic gestures.


What concentration check?

Liberty's Edge

Cavall wrote:
What concentration check?

The one for being grappled:

" A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell."
For manacles you use the Escape artist DC: 30 for normal manacles, 35 for masterwork.

For a bound target, the DC is Binder's CMB +20 if the target was bound with the intention of making him unable to cast.

Note that that apply all spells, as the bindings are a distraction even if you cast a vocal only spell.


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So manacles that bind, which mean you're bound, (which IS a type of condition) which is like pinned, which is part of the grappled concentration check...

You wouldn't use that?

Why are you giving him the grappled condition roll and not the pinned one he would have for being bound?

And why a different number?

You're just starting into house rules when there's actual rules, even if you disagree with them.

Grappled or Pinned

Casting a spell while you have the grappled or pinned condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting). Pinned creatures can only cast spells that do not have somatic components.

Proof bound is a type of condition

Throat slicer
Benefit: When using a 1-handed, light, or natural weapon, you can deliver a coup de grace to an unconscious, bound, or pinned target (though not other kinds of helpless targets) as a standard action.

And of course you pointed out how it's the equivalent of pinned. Same result but differences to get there.

Manacles bind. I've yet to see a reasonable way to state to bind is anything but the action of binding, to make one bound.

Please show where one can bind someone and not have them be bound. Because that's what they are for.

Under somatic components.

Somatic (S)

A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Nothing is precise nor measured in manacles. Nor are ones hands free.

The rules are clear and this is the rules section, casters in manacles may not cast somatic spells. That's what still spell is for.


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I found an interesting piece under the spell "Imbue with Spell Ability"

https://www.d20pfsrd.com/magic/all-spells/i/imbue-with-spell-ability

Note the last paragraph reads "To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must be able to move freely. To cast a spell with a material component or focus, it must have the materials or focus."

That seems to indicate any creature with there hands tied behind there back (or manacled behind there back) would not be able to cast any spells with somatic components because they "must be able to move freely".


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Atalius wrote:
I found an interesting piece under the spell "Imbue with Spell Ability" ...

Oh?!

So look who's quoting things and offering suggestive tidbits to conversations now! I guess you don't need us anymore! Mr. Big-Shot-Gonna-Read-Every-Spell-For-A-Possible-Precedent!
Maybe we should be asking you the questions now...

Sorry, you've now reached the point where you find out that answering or taking part in any post invites the storm of discredit and interpretation...

For instance... I could say that that spell is old,
and a hold-over from 3.0/3.5.
and clearly a cut-and-paste job,
and that the new wording for components overrides it,
and that the spell is considered a general explanation of components and the specific description is the official version.

Yeah... that's what you can expect... Just you wait, mister!
*sniff* Little Atalius is growing up... right here on the boards in front of us.


Cavall wrote:

So manacles that bind, which mean you're bound, (which IS a type of condition) which is like pinned, which is part of the grappled concentration check...

You wouldn't use that?

Why are you giving him the grappled condition roll and not the pinned one he would have for being bound?

And why a different number?

You're just starting into house rules when there's actual rules, even if you disagree with them.

Grappled or Pinned

Casting a spell while you have the grappled or pinned condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting). Pinned creatures can only cast spells that do not have somatic components.

Proof bound is a type of condition

Throat slicer
Benefit: When using a 1-handed, light, or natural weapon, you can deliver a coup de grace to an unconscious, bound, or pinned target (though not other kinds of helpless targets) as a standard action.

And of course you pointed out how it's the equivalent of pinned. Same result but differences to get there.

Manacles bind. I've yet to see a reasonable way to state to bind is anything but the action of binding, to make one bound.

Please show where one can bind someone and not have them be bound. Because that's what they are for.

Under somatic components.

Somatic (S)

A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Nothing is precise nor measured in manacles. Nor are ones hands free.

The rules are clear and this is the rules section, casters in manacles may not cast somatic spells. That's what still spell is for.

Glad to know I can use throat slicer on someone who's hands I have bound, and that by binding their hands, it somehow prevents them from moving (part of being pinned).


willuwontu wrote:


Glad to know I can use throat slicer on someone who's hands I have bound, and that by binding their hands, it somehow prevents them from moving (part of being pinned).

apparently tying someone up with rope specifically pins them.

rope wrote:
Hempen The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check.

as for restraints, the hanging rules explicitly state that a characters hands are not free.

hanging wrote:
A character can attempt to escape a noose, but doing so requires that his hands be free (otherwise, he must escape from those restraints first).


LordKailas wrote:
willuwontu wrote:


Glad to know I can use throat slicer on someone who's hands I have bound, and that by binding their hands, it somehow prevents them from moving (part of being pinned).

apparently tying someone up with rope specifically pins them.

rope wrote:
Hempen The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check.

as for restraints, the hanging rules explicitly state that a characters hands are not free.

I was referring to the fact that tying the hands up is not the same thing as tying up the creature (and is also what is asked about in this scenario), and that there are in fact rules for that happening as I quoted earlier. I am aware that tying up a creature (again different situation from what I am saying) applies the bound and pinned conditions.

Actually you read the hanging rules wrong.

hanging wrote:
A character can attempt to escape a noose, but doing so requires that his hands be free (otherwise, he must escape from those restraints first).

They can only escape from the noose if their hands are free. That implies that they would need to be restrained using another method on their hands, not that nooseing (noosing? noose-ing? nosering?) someone restrains their hands.


willuwontu wrote:


I was referring to the fact that tying the hands up is not the same thing as tying up the creature (and is also what is asked about in this scenario), and that there are in fact rules for that happening as I quoted earlier. I am aware that tying up a creature (again different situation from what I am saying) applies the bound and pinned conditions.

I haven't seen any rules for "tying up" only a person's hands using rope. If you are using rope to create makeshift manacles then you are now dealing with rules regarding manacles not rope.

willuwontu wrote:


Actually you read the hanging rules wrong.

hanging wrote:
A character can attempt to escape a noose, but doing so requires that his hands be free (otherwise, he must escape from those restraints first).
They can only escape from the noose if their hands are free. That implies that they would need to be restrained using another method on their hands, not that nooseing (noosing? noose-ing? nosering?) someone restrains their hands.

I didn't read them wrong, you assume I was interpreting them wrong.

It says that your hands have to be free, it then goes on to state that if your character is restrained then their hands are not free and they must free themselves from those restraints.

So, what the heck might they be talking about? I assume it's referring to the common practice of binding a person's wrists together behind their back using rope or manacles when they are about to be hung. The identical situation described in the original question.

The rules are stating that if this sort of precaution has been taken, then your hands are not free.

Liberty's Edge

It seem that a lot of replies are done not reading all the posts, so the end result is that we are not speaking of the same things. I, at least, have been speaking of people with the hand manacled in front of them in most of my posts and thought that that was clear, but apparently it isn't. I think that this point this discussion has lost its utility for me. Have fun.


LordKailas wrote:
willuwontu wrote:


I was referring to the fact that tying the hands up is not the same thing as tying up the creature (and is also what is asked about in this scenario), and that there are in fact rules for that happening as I quoted earlier. I am aware that tying up a creature (again different situation from what I am saying) applies the bound and pinned conditions.

I haven't seen any rules for "tying up" only a person's hands using rope. If you are using rope to create makeshift manacles then you are now dealing with rules regarding manacles not rope.

I refer to the original post

wrote:
Can a wizard who has his hands tied behind his back cast spells with somatic components? I have read somatic spells require just a little bit of motion from the hands.

That's why I've quoted the manacles rules, because they are applicable.

Or are you saying tying up the hands is the same as tying up the body?

wrote:

I didn't read them wrong, you assume I was interpreting them wrong.

It says that your hands have to be free, it then goes on to state that if your character is restrained then their hands are not free and they must free themselves from those restraints.

So, what the heck might they be talking about? I assume it's referring to the common practice of binding a person's wrists together behind their back using rope or manacles when they are about to be hung. The identical situation described in the original question.

The rules are stating that if this sort of precaution has been taken, then your hands are not free.

Yes, it's common practice to tie the hands behind them/manacle them. The original question also doesn't involve a noose.

The hanging rules themselves don't state that a character's hands are not free, just that if they aren't they must be freed first before they can attempt to free themselves from the noose, otherwise it would say

"A character can attempt to escape a noose, but first must escape their hand restraints before attempting to escape the noose."


willuwontu wrote:


That's why I've quoted the manacles rules, because they are applicable.

I was being flippant, since I saw a lot discussion trying to apply the inapplicable rope rules to the situation instead of the manacle rules.

I was in agreement with you, but it came across poorly and so I do apologize.

willuwontu wrote:


Yes, it's common practice to tie the hands behind them/manacle them. The original question also doesn't involve a noose.

but it could. What if said wizard is being walked to the gallows and they want to escape using a spell that requires somatic components. They are restrained in a way that is common for that scenario. The hanging rules state that a character would need to escape their restraints in order to free their hands.

I'm not sure why a characters hands would suddenly go from being free to not be free just because they now also have a noose around their neck.


All good, I was being sarcastic in mine that you responded to.

LordKailas wrote:
I'm not sure why a characters hands would suddenly go from being free to not be free just because they now also have a noose around their neck.

Oh yeah, the conditions would definitely stack. To clarify, I was just saying that Noose=/=Tied Hands.

Sounds like we're all on the same page now (and in agreement-ish).


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Wow, didn't expect this thread to get heated!

I've interpreted "free hand" and "move freely" to mean that manacles and most other means of tying up would prevent somatic components from working. Mileage varies on this more than I would have thought.


willuwontu wrote:
Cavall wrote:

So manacles that bind, which mean you're bound, (which IS a type of condition) which is like pinned, which is part of the grappled concentration check...

You wouldn't use that?

Why are you giving him the grappled condition roll and not the pinned one he would have for being bound?

And why a different number?

You're just starting into house rules when there's actual rules, even if you disagree with them.

Grappled or Pinned

Casting a spell while you have the grappled or pinned condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting). Pinned creatures can only cast spells that do not have somatic components.

Proof bound is a type of condition

Throat slicer
Benefit: When using a 1-handed, light, or natural weapon, you can deliver a coup de grace to an unconscious, bound, or pinned target (though not other kinds of helpless targets) as a standard action.

And of course you pointed out how it's the equivalent of pinned. Same result but differences to get there.

Manacles bind. I've yet to see a reasonable way to state to bind is anything but the action of binding, to make one bound.

Please show where one can bind someone and not have them be bound. Because that's what they are for.

Under somatic components.

Somatic (S)

A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Nothing is precise nor measured in manacles. Nor are ones hands free.

The rules are clear and this is the rules section, casters in manacles may not cast somatic spells. That's what still spell is for.

Glad to know I can use throat slicer on someone who's hands I have bound, and that by binding their hands, it somehow prevents them from moving (part of being pinned).

Would appear to. But honestly that makes sense if your hands are tied behind you, or locked behind you in this case, then this feat is made to do just that, it seems.

It does make sense that such a person could just cut a throat of someone incapable of putting their hands up. And this guy took a feat to do so. So... I don't know of that's sarcasm but honestly.. it shouldn't be.


Atalius wrote:
Can a wizard who has his hands tied behind his back cast spells with somatic components? I have read somatic spells require just a little bit of motion from the hands.

many comments going different directions

blahpers wrote:

Wow, didn't expect this thread to get heated!

I've interpreted "free hand" and "move freely" to mean that manacles and most other means of tying up would prevent somatic components from working. Mileage varies on this more than I would have thought.

Well, mincing situations in such a way that it becomes plausible/possible and to ignore or distract from the overall state is part of an argument strategy.

In the first response,

Components, CRB p213 wrote:
Somatic (S) A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

says "No".

Additionally; gaseous form prevents somatic components p281, imbue with spell ability (as mentioned above outlines requirements) p299, pinned condition (as mentioned above)(specifically prevents somatic components) p568.

RAW wise you can go wrists tied leads to pinned, and failing to get out of the pin from the rope means you specifically cannot provide somatic components.

You could have both arms excised and the requirement in Somatic isn't met and that situation ignores grappling. It's up to your GM when you start losing fingers.

Magic complicates things and I tried to give a sense of that{it should have been clear that I was not addressing only somatic components}. It's a game and via magic exceptions pop up. How would longarm affect being tied up? Having a polymorph up and changing shape could incorporate your bindings into the new form and effectively free you. Being tied up while enlarge person is going would be amusing when the spell expires. etc...

Like other works of art, when you take RAW in a factual way rather than the conversational english tone it is written in the rules can get silly. The model is rough and descriptive rather than exacting, precise, and accurate.

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