Immobilize (Final Fantasy XII)

Immobilize, also known as Immobilise in the European English version, is a Time Magick spell both in the Zodiac versions of Final Fantasy XII as well as in the original PlayStation 2 version. It is a multi-target status ailment spell that temporarily stops the afflicted from moving.
Immobilize can be cast by Spinner-Rook. "Immobilizega" is an enemy-exclusive spell that effectively does the same as the Immobilize Time Magick spell, used by Braegh, Vyraal, Ring Wyrm, Orthros, Shadowseer, Cúchulainn, Hydro, Ahriman [a], Crystal Knight, and Judge Bergan (original Japanese version only).
The spell is based on the spell of the same name from Final Fantasy Tactics.
==Obtained==
Immobilize's license costs 20 License Points. In the Zodiac versions, the spell is available from shops for 500 gil from Barheim Passage onward. Immobilize is also a treasure in Stage 11 of Trial Mode with the Diamond Armlet equipped.
In the original version the spell is bought for 600 gil after the party escapes Barheim Passage from Rabanastre, Bhujerba, Dreadnought Leviathan, Dalmasca Westersand (after Ondore's Estate), and Dyce (sandseas).
In the Zodiac versions, Immobilize is used by the Time Battlemage and the Red Battlemage.
==Mechanics==
Immobilize temporarily inflicts the status of the same name onto all foes in range (range was expanded in the Zodiac versions) that makes the afflicted unable to move, but can still perform actions as long as the target is within their range. Immobilize is removed with Esuna and Remedy (with Remedy Lore 1). 
The formula for the duration is:
:Duration = 100 - (Vitality \times 0.5) s
The duration depends on the receiver's Vitality stat, not the caster's. Slow and Haste do not affect the length other status effects will last, but Stop will halt them.
The base success rate of the spell against an enemy that is not immune is 50% in the original version, updated to 60% in the Zodiac versions.
:Success~Rate = Base~Rate + (User's~Magick~Power - Target's~Vitality) \%
The success rate is unaffected by the target's Magick Evade stat, as the spell instead checks against the target's Vitality.
The hit rate is improved by further 50% with the caster having Faith status, or doubled with Serenity license/Magick Gloves when on full health, or Spellbreaker license/Leather Gorget when in critical health. Target's Shell halves the accuracy of the spell. If the caster is wearing the Indigo Pendant, Immobilize will succeed unless the enemy is immune to the status.
The accuracy underflow bug is a glitch in some versions of Final Fantasy XII where a low level character with extremely low Magick Power stat attempts to use a status move on a target with very high Vitality, and the accuracy of the spell becomes less than zero. In this case the accuracy will underflow to 100%, allowing certain status spells to always succeed.
Immobilize costs 14 MP to cast without Channeling licenses in the Zodiac versions, ans 16 MP in the original. The spell will bounce from Reflect unless the caster wears the Opal Ring.
==Use==
Immobilize is a status ailment spell the player can easily set up via the gambit system (such as with Foe:Foes present 2+→Immobilize). However, it is best used situationally and with the Indigo Pendant equipped whenever possible. Instead of using the spell, the player can also use Ragnarok (25%), Platinum Dagger (10%), or the Lead Bolts (25%), or equip a Nihopalaoa and use a Remedy (with Remedy Lore 1) onto an enemy.
Immobilize prevents any movement from the afflicted, making it generally useful for any enemy that is vulnerable. It can be used to get away from the enemy's range and then attack it from further with magicks and ranged weapons, or to flee altogether while the enemy/enemies cannot follow. It can also be used to stop the enemy from fleeing and getting out of range, such as with flying enemies. However, most tough foes are unaffected by it.
It can be good against King Bomb who likes to retreat to use Renew. It can also be used against Gil Snapper, though it is less useful there as the snapper can heal its ailments and even when immobilized, can still attack with magick. Immobilize can be good against the Wyvern Lord. It can also be good against entites, such as in the Trial Mode. It works on Drace, and if immobilized and left too far away from the other Archadian Judges in the final Trial Mode stage, she will be unable to heal them with Elixirs. Immobilize does not work against the fleeing Vorpal Bunny (the player can use Berserk instead).
Immobilize can be used to trigger the Immobilize glitch where the player deliberately immobilizes one character and leaves them at the start of the zone while continuing with others until the immobilized character disappears from the minimap. When enemies come into view, the player can change leader to the immobilized character with , and switch leaders back to make all foes disappear. This way the player can traverse through areas whose enemies are too tough to normally take on, like Feywood early on or the Necrohol of Nabudis, or the optional area of Henne Mines, or during New Game Minus.
Category:Time Magicks in Final Fantasy XII