Flicker
The core premise of the flicker is to assist one's own movement with projections. It is a spell that works backwards from the general basis of most projections- instead of the owner acting upon the projection, the projection exerts force on the owner. Gets its name from the extremely brief period of time that projections are active.
To achieve this effect, the projection is front-loaded with its energy, and its connection to the caster severed after being set in motion. Therefore, flickers are a very inflexible style of casting- once the spell is in motion, there is no way to adjust it.
Flickers rely on one having a relatively consistent physical starting state- trying to execute a flicker while in a different position can result in one's limbs being bent at unnatural angles.
Common uses for flickers in combat include loading arrows, throwing projectiles, and rapid stance changes. Noncombat applications are also widespread- most typically for precise handling and adjustment of lab equipment and, oddly, cooking.
Flickers cannot be used to directly strike a target, being bound to the same rules as any other projection when obstructed by a body with differing signature.
Minor flickering can develop as an instinctive response once a person has built up an action's muscle memory to sufficient(ly absurd) levels. This is the mechanism behind some legendary craftsmen being ludicrously precise, or martial artists blindingly quick. Cotd martial arts make extensive use of minor flickering to weave the complex, flowing motions into their actions while minimizing vulnerability. This is separate from the timebank effect which sometimes occurs, the two functions practically opposites.
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