Home > Rulebook > Powers > Naturalism > Entrap
You trap your targets by bending materials to your will.

Prerequisites: Entangle, +15% Psyche, Level 6
TP Cost: 1 MP Cost: 75 per round
Descriptors: Nature, Defence Casting: Psyche
Range: 25m, 3m radius Components: S

You set a quick trap in a 3m radius that traps all targets inside of the area. Targets must make a Destroy action (DC caster’s Psyche modifier). On fail, they take 100 (d4%) Piercing damage and are grappled, they may perform another action but take 100 (d4%) Piercing damage every time they fail.

Cantrip – You receive a +30% bonus to all actions made to resist traps

Imbuement Effect
Target – The target gains the effects of the power