uncommon
Hex Snare
A ring of five hexes on open ground. The first enemy to stop on each takes 15% of their health and is rooted
- Trap
- The first enemy to end a move on it springs it — 15% of their max HP and Don't Move (a unit with Light Step, the Snarewright's innate, never does). The caster's own side walks over it; it stands for 3 of the caster's turns, or until sprung.
- Job
- Cursebrand
- MP cost
- 10
- Charge
- Instant
- Power
- —
- Range
- 4 tiles
- Area
- diamond r1
- Targets
- anyone in the area
- Accuracy
- always lands (no hit roll)
- JP to learn
- 280
- Element
- dark Flavour only — this ability deals no damage, so no elemental check ever runs.
- Applies
- Don't Move — 2 turns, on whoever springs it
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.

