Immobilize

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Cast upon not the person, but the ground beneath them, the Time Mage causes their targets to be rooted in place as time is literally not allowed to function where their feet are. Enemies who are not mobile are vulnerable, and weakness is meant to be exploited.


System:
School: [Time Magic]
Check: : Roll Acuity+Channeling+Active/Immobilize vs. Magic Defense roll. Prevents a character from moving, but can still take other actions.
Duration: 5
Cost: 8 MP
Area of Effect: 0
Status: [Immobilize]



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