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Fly-In-Amber

Technically termed an Immobilization, the Fly-In-Amber spell is a magical invocation requiring chanted words and gestures, as well as, in this instance, a small physical sacrifice, usually a tear or drop of blood. It does not, however, employ an intrinsically magic-infused object, a charm, although representative physical items meant to help increase or direct concentration may be used, such as water, candles, bells or drums, crystals, herbs, smoke, etc. And, since the sacrifice is consensual and minor, this spell is firmly classified as Light, or White and beneficial magic. Furthermore, an Immobilization only affects inanimate objects; a spell to petrify sentient beings requires much more force, and its official designation is as neutral, Red or Grey Magic, wherein the tenor of the enchantment depends on the intention and will of the caster.

Effect

An Immobilization freezes an object in space at the time that the incantation is triggered, like a fly trapped in amber. After that, the item cannot be moved in any direction, nor affected by any passing spell, until it is released by caster, or the enchantment is nullified by the loss of consciousness or death of the original magician. The Immobilization can be preset to take effect only under certain conditions and then lie dormant for hours to months, proportional to the amount of energy employed in the initial spell-work. This makes it ideal for use by people who fear being stabbed in the back, etc.

Side/Secondary Effects

The main problem with this enchantment is the potential for complacency, since the object can still pose a danger regardless of its spatial immobility, as it retains its physical properties. A blade will not lose its sharpness, nor is the heat of a ball of fire rendered harmless merely because it is no longer in flight. Therefore, it is not safe merely to ignore an item stopped by this spell, lest one be pushed into a stationary knife, or trip over ensnaring vines or magical, venomous snakes.

Manifestation

When the spell is first cast, the world seems to slow and become thick and gelatinous for a few heartbeats. This stage represents the main outlay of magic for the enchantment. If the trigger is delayed, the magician will feel an inner tug and then a release as the Immobilization is enacted, but no one else will notice anything unusual except the sudden utter motionlessness of the affected item.

Source

Most Fly-In-Amber spells are drawn from the energy of the caster's individual magic, although appeals for assistance can be made to benign Ethereal Entities if the magician is from a culture that reveres angels, bodhisattvas, or demigods; this help may not come, however, if the being in question does not feel that the cause is just or that one is not capable of working the incantation alone, so infusions of Holy power cannot be relied upon during a crisis, or used as a crutch to avoid exerting oneself.

Material Components

The only materials required for an Immobilization are the personal sacrifice, usually tears or a drop of blood, and the item onto which the spell will fasten. It should be noted that the enchantment will only work once without being recharged or completely recast, so it is not effective as a shield against a hail of arrows or an avalanche; only the first object to trigger the incantation will be stopped, while the rest will continue on their trajectory unhindered. The momentum is robbed from the immobilized target, however, and once released, it will simply fall to the ground due to gravity.

Gestures & Ritual

Gestures and verbal invocations will vary with the source of the particular Fly-In-Amber spell used, as different versions have spontaneously arisen in many cultures. Two commonalities that are found within them all, however, are the forbidding and the offering. The forbidding consists of repetition of the words "stop", "halt", "freeze", etc. in the language spoken by the creator of the incantation, and the holding of the palm outward at arms' length in a universal signal to come no closer, at some point during the ritual; fruition of the spell ends with the offering, the sacrifice of tears or minimal amounts of blood mentioned earlier.

Related Discipline
Due to its extreme usefulness, many lands developed a version of Immobilization through trial and error.
Related School
The Fly-In-Amber spell is essentially a manifestation of advanced, sometimes time-delayed, telekinesis.
Effect Duration
An Immobilization may lay inert for as long as a few years, but once put into practice, the effect will only last for 15-30 minutes maximum, with stress on the caster increasing after around 5 minutes..
Effect Casting Time
This is a relatively quick, though not instantaneous invocation to perform; it usually requires between 5 and 15 minutes and is prepared ahead of time.
Range
Immobilizations are only effective up to a radius of about 10 feet from the magician.
Level
Difficulty of execution depends on the length of time the Immobilization is meant to remain passively in place, but it is classified as a mid-level spell.

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