
Spatial Snare
Spatial Snare is a tier 4 Arcane combat spell. Its numbers below are read from the current game build at each of its four levels.
Generated from the game files · build 25672315 ·
Cost to learn
Cost to upgrade
Alchemical Dust, spent at the Magic Observatory — it raises each spell one level, onceAt your Spell Power
The game states the formula and never the result — drag to see the numbersWhat each level gives you
Every value is one the game itself prints in its level-up notes| Property | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|
| Traps | 2 | 2 | 3 | 4 |
| Mana cost | 10 | 5 | 5 | 5 |
Levels
Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger.
However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there.
Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger.
However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there.
Place up to 3 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger.
However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there.
Place up to 4 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger.
However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there.
