uncommon
Immobilize
Pin them in place — they may still act, but not step
- Job
- Chronomancer
- MP cost
- 12
- Charge
- Instant
- Power
- —
- Range
- 4 tiles
- Area
- single tile
- Targets
- enemy
- Accuracy
- sqrt(caster Faith x target Faith) + caster MA
- JP to learn
- 280
- Element
- earth Flavour only — this ability deals no damage, so no elemental check ever runs.
- Applies
- Don't Move — 2 turns
Rolling it
Nothing is guaranteed. At the start of each battle a unit's primary job rolls every ability it knows, one at a time.
- As your primary job
- 50%
- As a sub-job draw
- 30% of the bucket
Roughly one unit in 150 skips the roll entirely and fields its whole catalogue. If a unit rolls nothing at all, it is granted its cheapest ability rather than being sent out empty-handed.