common
Snap Trap
A snare on open ground. The first enemy to end a move on it is bitten and rooted
- Trap
- The first enemy to end a move on it springs it — 8% 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
- Snarewright
- MP cost
- 8
- Charge
- Instant
- Power
- —
- Range
- 4 tiles
- Area
- single tile
- Targets
- anyone in the area
- Accuracy
- always lands (no hit roll)
- JP to learn
- 0
- 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
- 75%
- As a sub-job draw
- 60% 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.

