Root Trap is a Variable Edict focused on area denial and terrain control, especially powerful in positioning-based strategies like those used by the Wyrmroot Pact.
Root Trap – Edict Definition
Effect:
Target a hex up to 2 spaces away. That hex becomes a Rooted Hex Trap.
The next enemy Hexmaster that enters the hex becomes Rooted, and the trap is then removed.
Key Properties:
Attribute | Value |
---|---|
Type | Control / Terrain |
Range | Up to 2 hexes away (line of sight not required) |
Trigger | Activates when an enemy enters the targeted hex |
Effect | Enemy becomes Rooted — cannot move on their next turn |
Duration | One use only — removed after triggering |
CE Cost | None — free to activate |
Limit | Only one active Rooted Hex per player at a time |
Does not affect | Allies, Hexmasters already on the hex, or enemies who teleport in (unless ruling modified) |
Strategic Use Cases:
- Deny flanking lanes or Sanctum access
- Protect the Resonance Hex from enemy approach
- Set traps for mobile threats (e.g. Rogues or Dash users)
- Control choke points or punish aggression
Clarifications:
- A Rooted Hex does not trigger immediately when placed — only when an enemy enters it
- If a new Root Trap is placed while one is still active, the old one is removed
- Blink or teleportation effects may or may not trigger Root Trap depending on your finalized ruling (let me know if you want to standardize it!)
Glyphexes Containing Root Trap
Glyphex Name | Root Trap Position |
---|---|
Glyphbrand of the Marked | 2nd Edict |
Tempestroot | 1st Edict |
Tanglegrip | 3rd Edict |