I've compared the Free Action descriptions with the descriptions from Item Revisions and Spell Revisons. There are some differences in the descriptions and it looks like for some differences in how the things work.
Free Action description:
Boots of Speed: "The Paws of the Cheetah"
These enchanted boots were once the property of an order of deadly assassins fond of chasing down their prey. They moved with such speed that their targets often didn't have the opportunity to respond, even on horseback. Over time the order's infamy spread, and though its name was never known, all knew to fear the words last heard by their victims: "you can hide, but you cannot run!"
STATISTICS
Equipped Ability: Movement rate doubled
Weight: 4
Item Revisions description:
The Paws of the Cheetah
These enchanted boots were once the property of a deadly Sword Coast assassin who purportedly moved with such speed that his targets often didn't have the opportunity to respond, even if on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "You can hide, but you cannot run!". These boots were the source of his ability, though it is also believed that he formed an elite guild wherein each member was equipped identically, thus explaining why he was not just fast, but could seemingly appear in several places at once.
STATISTICS:
Equipped Abilities:
Movement rate: +5 bonus
Weight: 2
Usable By:
All
Free Action description:
Ring of Free Action: "Edventar's Gift"
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.
STATISTICS:
Equipped Ability: The wearer is immune to everything, magical and otherwise, that limits mobility in any way, including Web, Hold Person, Grease, Entangle, Slow, paralysis and stunning.
Item Revisions description:
Edventar's Gift
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.
STATISTICS:
Equipped Abilities:
Free Action: the wearer is immune to everything, magical and otherwise, that limits his mobility in any way
Not Usable By:
Wizard Slayer
Free Action description:
When consumed, this potion acts like the spell Free Action. The drinker becomes completely immune to any effects which hinder action or movement, whether magical in origin or not. Any such effects will be removed from the recipient as well (except Slow, which requires a Dispel Magic). The potion's effects last 10 turns.
Item Revisions description:
Not included, yet.
Free Action description:
Remove Paralysis (Abjuration)
Level: 3
Sphere: Protection, Necromantic
Range: Sight
Duration: Permanent
Casting Time: 6
Area of Effect: 30' radius
Saving Throw: None
By the use of this spell, the priest can free several creatures from the effects of any paralyzation or related magic (such as a ghoul touch, stunning or a Hold spell).
Spell Revisions description:
Remove Paralysis
Level: 3
School: Abjuration
Sphere: Necromantic, Protection
Range: Long
Duration: Permanent
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: None
By the use of this spell, the priest can free several creatures from the effects of any paralyzation or related magic (such as a ghoul's touch, Hold spell, or Power Word Stun).
Free Action description:
Free Action (Abjuration)
Level: 4
Sphere: Charm
Range: Touch
Duration: 1 turn + 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
While under the effects of this spell, the recipient becomes immune to anything that limits his or her movement, such as the effects of Web, Hold Person, Grease, Entangle and Slow spells. Any such effects will be removed from the recipient as well (except Slow, which requires a Dispel Magic). Free Action also negates and prevents the effects of paralysis and stunning.
Spell Revisions description:
Free Action
Level: 4
School: Abjuration
Sphere: Charm
Range: Touch
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
While under the effects of this spell, the recipient becomes immune to everything, magical or otherwise, that limits his mobility in any way. This includes, but is not limited to, Entangle, Grease, Web, Hold, Slow, and Stun. This effect will last for the duration of the spell or until dispelled.
Free Action description:
Slow (Alteration)
Level: 3
Range: Sight
Duration: 1 turn
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: Neg.
A Slow spell causes creatures to move and attack at half of their normal rates unless a save vs. spells is made with a -4 penalty. Spellcasting time is doubled, though spell effects are not affected. Furthermore, the rate at which the creature is regenerating or suffering damage from poison is halved. At the instant the spell is completed, it affects all hostile creatures in a 30-foot radius from a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). Slow can "coexist" with Haste, thus negating each other until the duration of one or the other expires. Slowed creatures have an armor class penalty of +4, and an attack penalty of -4.
Spell Revisions description:
Slow
Level: 3
School: Alteration
Range: Long
Duration: 1 turn
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: Spell negates
A Slow spell causes creatures to move and attack at half of their normal rates unless a save vs. spell at -2 is made. Slowed creatures also suffer a -1 penalty to attack rolls, AC, and saves vs. breath. Spellcasting time is doubled, though spell effects are not affected. Furthermore, the rate at which these creatures regenerate or suffer damage from poison is halved. At the instant the spell is completed, all hostile creatures in 30 foot radius of a point selected by the caster will be affected (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). It negates the effects of a Haste spell, but does not otherwise affect magically speeded or slowed creatures. This spell is not cumulative with itself or with other similar magic.
Free Action description:
Haste (Alteration)
Level: 3
Range: 15'
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: None
When this spell is cast, all creatures affected function at double their normal movement rates, gain a -2 initiative bonus and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Furthermore, the rate at which the creature is regenerating or suffering damage from poison is doubled. At the instant the spell is completed, it affects all allies in a 30' radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue levels.
Spell Revisions description:
Haste
Level: 3
School: Alteration
Range: Medium
Duration: 1 round/level
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: None
When this spell is cast, all creatures affected function at double their normal movement rate, gain a +1 bonus to attack rolls, armor class, and saving throws vs. breath, and can make an extra attack each round. Furthermore, the rate at which the creature is regenerating or suffering damage from poison is doubled. Spellcasting and spell effects are not affected. At the instant the spell is completed, all allies within a 30 foot radius of a point selected by the caster are affected (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). Haste negates and counters the effects of a Slow spell. When the spell ends, affected creatures become winded for 5 rounds. While winded they receive penalties of -2 to hit, damage, and armor class. This spell is not cumulative with itself or with other similar magic.
Free Action description:
Improved Haste (Alteration)
Level: 6
Range: Sight
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: Target Creature
Saving Throw: None
When this spell is cast, the target creature functions at double its normal movement rate, gains a -2 initiative bonus and receives an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. There are three major differences between the third level wizard spell Haste and this spell. The first major difference is that there is no period of fatigue following the expiration of the spell. The second major difference is that this spell will only affect one creature. Third and finally, Improved Haste actually doubles the number of attacks for the hasted creature.
Spell Revisions description:
Improved Haste
Level: 6
School: Alteration
Range: Long
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell will function at double its normal movement and attack rates. A hasted creature will also gain a -2 initiative bonus. Furthermore, the rate at which the creature is regenerating or suffering damage from poison will be doubled. There are three major differences between the third level wizard spell Haste and this spell. The first major difference is that those affected do not suffer from being winded following the expiration of this spell. The second major difference is that this spell will only affect one creature. Third and finally, this haste spell actually doubles the number of attacks for the hasted creature. Note that this spell negates the effects of a Slow spell. Improved Haste is not cumulative with itself or with other similar magic.
Greetings Leomar