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  • 4:12 pm, Oct 2, 1518 · Afternoon · Heading toward evening Alyrian time
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Hlegmal's Tavern in the ticker is the latest imported kill — not who is on stage now. Details

Updated when gossip is imported, not a live feed.

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IMMOBILIZE

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Spell details

  • Stupomancy spell (38% complexity)
  • Character (Offensive) target, 4 second cast time
  • Classes granted this spell: Witch
  • Races granted this spell: (No player races)
  • Races afflicted by this spell: (No player races)
  • Costs 3.0 practices per percent learned.
  • Tags: Debuff
  • Spell Points Required: 101
  • When you immobilize, you will apply -9 agility for 5 minutes
  • Checks against mental-lash, none, none.
  • Consumes 2 earth reagents, 1 ethereal reagent when cast.
  • Skill Power: Every point of skill power correlates to a 1% chance for the victim to also have their stamina reduced by (modifier * 50).
  • Use of this spell will not initiate combat.
  • This spell involves a verbal component.
  • This spell involves a somatic component.
  • This spell's modifier will increase the longer it is applied.
  • This spell's duration cannot be extended.
  • 'immobilize' is available for practice from the shop: 'a Witch's Strange Spells - Global'.
  • 'immobilize' is available for practice from the shop: 'an Ugly Tinkergnome's Oddities'.
  • 'immobilize' is available for practice from the shop: 'an Instructor's Basic Teachings - Xaventry'.

Name

immobilize — causes the victim to move slower when walking or running

Synopsis

cast 'immobilize' <victim>

Description

This spell uses the power of your evil eye to reduce the victim's speed when walking or running. While it does not entirely incapacitate the target, it can slow them down significantly, perhaps preventing them from getting quite so far if they are fleeing from you.

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