====== Entrapment ====== **Entrapment** is a broad category of debuffs that prevent a unit from doing anything until they succeed in a certain [[units-attributes|stat]] [[DRN|check]]. Unlike most debuffs, these all lack a trait icon on a character sheet, but they appear on the unit's sprite in battle. ===== Entanglement ===== **Entanglement** is caused by many things, but the most common early-game sources are the spells ??Tangle Vines??, ??Word of Thorns??, and ??Vine Arrow??, while the infamous ??Vine Shield?? applies it to everyone who attacks its bearer; all are associated with the path of [[Nature]]. Entanglement forces a **Strength** DRN roll, **immediately when applied**; if their roll fails, whatever they were planning on doing in their turn (or in the rest of it) is interrupted and they do nothing. The roll is then repeated every time the Entangled unit gets their turn in a combat round. The base difficulty of the Strength roll is **19** (winning ties), but is modified by a number of things: **+3** in {{scales>G3}}\\ **+2** in {{scales>G2}}\\ **+1** in {{scales>G1}}\\ **+1** in Forests **-3** in {{:misc:scales:death.png?14&nolink}}3\\ **-2** in {{:misc:scales:death.png?14&nolink}}2\\ **-1** in {{:misc:scales:death.png?14&nolink}}1\\ **-1** in Wastelands ===== Earth Grip ===== **Earth Grip** is also the name of the ??Earth Grip?? spell; that, ??Earth Meld??, and ??Maws of the Earth?? are the only sources of this stronger variety of Entanglement, and all of them come from the path of [[Earth]]. Earth Grip forces a **Strength** DRN roll against **23**, and this roll is also taken **immediately when applied** (and every round thereafter if they fail, until they succeed). [[Floating]] units cannot be grabbed by the Earth. ===== Netting & Webbing ===== //Main Page: [[Nets]]// Some units, mostly [[amphibious]] ones (though that's incidental), carry **Nets** that give them **one chance** each battle to entrap someone. The Net has to hit, like with any normal attack, and thus a unit with high **Defence** compared to **the Netter's Attack** will avoid it; if they don't, the Net forces a **Strength** DRN roll against **19 immediately when applied** (like Entanglement in neutral conditions) and every round thereafter if they fail. Unlike vines and the Earth, Nets are quite limited by their size: * Size **3** units have a **33%** chance to avoid being Netted, without needing the Strength roll. * Size **4** units have a **66%** chance for that. * Size **5 or greater** units **cannot be Netted**, though the net still harasses them if it hits. Then there's **Webbing**, from the ??Web?? spell and gigantic spiders; it has the **exact same mechanics** as Netting, except that the Strength DRN roll is against **22**. ===== False Fetters ===== **False Fetters** are a different sort of Entrapment, a magical kind bestowed by the ??False Fetters?? spell (an {{path>A2}} spell in [[Alteration]] [[Research|Level 1]]) and a couple of other niche sources. If they're applied, the Fettered unit has to **wait until their next round** to try to take them off, and the Fetters can only be removed by a **Magic Resistance** DRN roll against **20**. Granted, most applications of False Fetters are negated by standard Magic Resistance checks; if the initial application works, however, then taking them off afterwards will be a lot harder. ===== Bonds of Fire ===== **Bonds of Fire** are applied by the ??Bonds of Fire?? and ??Prison of Fire?? spells, both of which are [[Fire]] [[Thaumaturgy|Thaumaturgies]]. If the Bonds are applied, the Bonded unit has to **wait until their next round** to try to take them off, and the Bonds can only be removed with a **Morale** DRN roll against **21**. On top of that, those who succeed in un-Bonding themselves take **3 [[armor-negating]] Fire Damage**.