The Velan Codex

The Facets spell

Prism Snare

Independent · 8 damage, staggers 6 s

A Facet spell. The left thumb draws a square clockwise from its top-left corner while the right thumb draws a triangle clockwise from its top. Light damage and a long stagger: the enemy cannot attack for a while.

Left thumb Sharp cornerSharp cornerSharp cornerStart here
Right thumb Sharp cornerSharp cornerStart here
White dot: start. Arrow: end. Diamonds: sharp corners the scorer checks. Both thumbs draw at once, as the player sees them on a landscape phone.

Strokes

Independent: each thumb draws its own shape, at its own pace, starting and ending together.

ThumbSizeSharp cornersVertices
Left thumb28 mm (28 × 28 mm)25% along, 90°
50% along, 90°
75% along, 90°
5
Right thumb28 mm (28 × 24 mm)33% along, 120°
67% along, 120°
4

Size is the longer side of the drawn shape. Corner positions are the share of the stroke's length drawn before reaching them.

Casting

Breath window
900 ms
Fizzles
below 45% overall, or under 30% shape on either thumb
Thumb sync
about 80 ms allowed between the thumbs' start and end times
Learning
Learned by tracing it 3 times, each recognised as this spell and scoring at least 55%; breath is not timed while tracing

Score weights (defaults)

shape35%
size10%
pace15%
corners20%
sync20%

Effect

8 damage, staggers 6 s. The enemy's next attack is delayed by 6 s.

Weakest castBasePerfect cast
Damage4.8812.0

Cast quality scales power from 0.6x just over the fizzle line to 1.5x for a perfect cast.

Against monsters

MonsterHPCasts at bestCasts at worst
Training Golem1201025
Sallow Glint1423

Casts needed with this spell alone, at a perfect cast (1.5x) and at one just over the fizzle line (0.6x).

In the Codex

Spell
Prism Snare
Side
Facets
Style
Independent
Left thumb
Square, clockwise from the top-left corner: right, down, left, up
Right thumb
Triangle, clockwise from the top
Size
28 mm
Sharp corners
Left 3, at 25%, 50% and 75%; right 2, at 33% and 67%
Effect
8 damage, enemy staggered 6 s

From Mobile RPG Codex › Spellcasting › Spell Book (Prototype)

Spell
Prism Snare
Faction, style
Facets, asymmetric
Shape
Left: a square, clockwise from the top-left corner. Right: a triangle, clockwise from the top
Size, breath
28 mm, 900 ms
Effect
8 damage; the enemy can't attack for 6 s
Learned
Act 3, split glyph

From Spell Set › Control

Spell
Prism Snare
Kind of glyph
Split
Where
Square half in the Girdle house (2.5); triangle half on the Keepers' confiscated shelf (3.4)
Main line?
No
Notes
Spell Set: "Act 3, split glyph". It is already a prototype data file; in the story it is learned here.

From Walkthrough: Act 3 › Spells gained

Concept art of the effect

Elsewhere in the Codex

The casting prototype ships eight spells, five Evane and three Facet. Repel, Coil, Gale and Facet Seal came first, one per drawing style; Brace, Mend, Bevel Lash and Prism Snare are the first batch from the Spell Set tab. Each lives in its own data file (Assets/StreamingAssets/Data/Spells/<id>.json), and the scorer checks exactly what this table describes. Shapes are written as the player sees them on a landscape phone; "outward" means toward that thumb's screen edge.

From Mobile RPG Codex › Spellcasting › Spell Book (Prototype)

Spell
Prism Snare
Speed within each stroke
Left stops at three corners, right at two
Tempo across both thumbs
The thumbs brake at different moments; start and end together
Breath window
900 ms

From Mobile RPG Codex › Spellcasting › Speed and Tempo

Thumb sync allows about 80 ms between the thumbs' start and end times before it costs a third of the timing score. A spell can set its own breath window (Coil, Facet Seal, Mend, Bevel Lash and Prism Snare do); the default is 600 ms, and it is meant to grow later with player level and gear.

From Mobile RPG Codex › Spellcasting › Speed and Tempo

Top row, left to right: Repel, Coil, Gale, Facet Seal. Second row: Brace, Mend, Bevel Lash, Prism Snare. In each pair the left half is the left thumb and the right half the right thumb; the white dot is where the stroke starts. The image is rendered from the spell data files, the same way the in-game spell book draws its icons.

From Mobile RPG Codex › Spellcasting › Spell Sheet

(Idea) Facet spells: two words, a gem-cutting term then what it does: Facet Seal, Bevel Lash, Prism Snare, Crown Ward, Culet Spike.

From Story Bible › Spell Lore › Naming future spells

Faction (style)
Facets (asymmetric)
Attack
Bevel Lash
Defence
Facet Seal
Healing
Table Mend
Control
Prism Snare

From Spell Set › At a glance

Control spells work on the enemy's clock: knock it back (Repel), slow it (Linger), silence its special attacks (Hush), or stop it outright (Prism Snare). Repel is unchanged from the prototype.

From Spell Set › Control

What happens: Pell was caught casting Prism Snare on a Warden patrol inside the walls while carrying copied glyphs. The court reads the crime, names the spell, and seals it: the three Wardens draw one mirrored glyph together over Pell's hands, pale-blue bands lock round Pell's wrists and fade, and Pell is told to cast. The Snare fizzles: "Your hands have forgotten Prism Snare." The crowd is quiet. Tamsin explains it is narrow, fair and rare, and then can't look at Pell. [Lanternfall first] The player found Pell in the holding cell an hour before and passed on Rook's word (scene 1.4a). [Twinhold first] Pell is a stranger; Rook will ask about Pell in Lanternfall.

From Walkthrough: Act 2 › Chapter 1: Twinhold, with Tamsin › The public un-teaching

Pell's hands: if the player told Pell about the unbinders, Pell turns up in Lanternfall at Sorrel's alcove with no money. Pay, or help Pell retrace Prism Snare from the start.

From Walkthrough: Act 2 › Hooks for Side Content

Chapter
2. Corran, the stilled town
Where
Corran
Beat
The Stilled; Aske's story told from the glass; the girl at the well; the glint colossus blocks the warp.
Set piece
Spells
Prism Snare, square half (optional); Recall (reflected, optional)

From Walkthrough: Act 3 › The act at a glance

What happens: (Idea) The door carries the sigil of a cut called the Girdle, named for the edge where a gem's top and bottom halves meet. Hollis's slate shows both halves of the Corran glyph chalked side by side: an hourglass and a wave. This confirms what the player and Aske guessed, and gives the glyph its proper name, Pavilion Wake. On a shelf is a box of practice shards, among them the square half of Prism Snare.

From Walkthrough: Act 3 › Chapter 2: Corran, the stilled town › The Girdle house (optional)

Player does: move; look; learn (the Prism Snare square half is a fragment; the spell needs both halves, see 3.4).

From Walkthrough: Act 3 › Chapter 2: Corran, the stilled town › The Girdle house (optional)

49 more mentions

Data: Assets/StreamingAssets/Data/Spells/prism_snare.json