Inertia
(Alteration)

Range:  20 yards per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  One creature or object
Saving Throw:  Negates

This spell allows the wizard to freeze one creature or object up to 100 pounds per level, limit regardless of orientation. Creatures flying through the air would be frozen in place (remaining in the air), immovable until the second command word. The wizard is free to cast this spell upon himself. If the subject of the spell is unwilling, it receives a saving throw versus paralysation, a successful saving throw negating.
The wizard must point at the creature or object to be stopped, and utters the first command word. If the spell is successful (guaranteed in the case of objects within the wizard's weight limit), the item is frozen in the air, immovable, unless a dispel magic, or other such spell is cast, or until the wizard utters the second command word. Upon saying the second command word, the object or creature resumes its initial motion. For example, cast upon a falling chest, would stop the chest in the air. Upon the second command, the chest would resume falling, even if someone had climbed on top of it. If some poor slob happened to be standing directly beneath the chest at the time of the second command... If cast at a knight on a horse, for example, the wizard must specify mount or rider. If cast at the mount, the rider would probably continue in his original direction, just without his mount. Cast on the rider, he would stay hanging in the air, as his mount ran away.
Physical force is insufficient to move frozen objects, so they could, for example, be used as anchors for ropes, etc. The wizard must be able to see the majority of the object of the spell, so he couldn't, for example, cast it upon something in somebody's backpack.
The material component of the spell is a silver whistle, which is blown prior to shouting the command word.

