Difference between revisions of "Web (spell)"

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[[File:Web (spell).jpg|right|490px|thumb]]
 
[[File:Web (spell).jpg|right|490px|thumb]]
'''Web''' conjures a hanging curtain or tumbled sheet of thick spider-like webbing, which may be doubled-over or piled as the caster wishes.  Thus the spell can be used as a barrier, a hazard laying across the ground or as stuffing inside a comparable space. In size, the webbing is 40 ft. by 15 ft. with a depth of 5 ft. This size doesn't change as the caster gains levels.
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'''Web''' is a spell that conjures a dense mass of fibrous, spider-like webbing, formed as a suspended curtain, a layered obstruction or a tangled accumulation at the caster's discretion. The dweomer produces a total volume measuring 40 ft. by 15 ft., with a depth of 5 ft., and this extent does not increase with the caster's level. Within that space, the web may be arranged to block passage, spread across the ground as a hindrance or packed into an enclosed area to fill it.
  
 
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{{Spelltable
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| level = [[Mage 2nd Level Spells|mage (2nd)]]
 
| level = [[Mage 2nd Level Spells|mage (2nd)]]
 
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For the web to hang as a vertical barrier, it must be anchored between solid points; it cannot suspend itself unsupported in open air. Once formed, the webbing clings to surfaces and to itself, creating a cohesive but unstable mass. The material is highly adhesive, drawing itself toward contact and binding whatever touches it. It lacks structural strength, however, and cannot be climbed; any attempt to do so only causes the web to collapse inward, enveloping the climber more completely.
  
For the webbing to form a vertical obstacle, it must be attached to vertical points, between which it can hang.  The web cannot hang in the air of its own accord.  As a material, the web is extremely sticky but far too weak to be climbed upon.  Attempts to do so only immerses a character in piles of webbing, as it's pulled towards the character and attaches itself.
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The web affects all creatures equally, including the caster, who gains no special freedom of movement within it.
  
The webbing retreats from red-hot objects and will melt if touched with a torch, but the web cannot be set aflame in order to cause damage. A [[Wall of Fire (spell)|wall of fire]] or a [[Fireball (spell)|fireball]] clears the webs away instantly, reduced to places where the fire fails to make contact. A torch will also clear away the web one [[Combat Hex|combat hex]] at a time. When the web spell's duration runs out, the webbing evaporates, leaving no trace at all.
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== Vulnerabilities ==
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The web recoils from intense heat. Contact with a torch or similarly heated object causes it to shrink and melt away locally, clearing one [[Combat Hex|combat hex]] at a time. More powerful fire, such as a [[Wall of Fire (spell)|wall of fire]] or a [[Fireball (spell)|fireball]], destroys the webbing instantly wherever the flames make contact, leaving only those portions that were not reached by the effect. Despite this vulnerability, the web cannot be set alight to produce sustained fire or additional damage. When the spell's duration expires, the web dissipates entirely, vanishing without residue.
  
The spell affects all persons equally, including the caster, who cannot move freely through the web.
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== Effects ==
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Creatures caught within the web at the moment of casting, or those who attempt to move through it thereafter, suffer a –2 [[Action Points|action point]] penalty to all actions, reflecting the constant resistance and entanglement of the fibres. This penalty persists for 10 rounds after the creature has freed itself, as strands continue to cling and impede movement.
  
== Effects of the Web ==
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[[Movement (stride)|Movement]] is significantly restricted. Entering or crossing a single combat hex within the web requires 3 AP, and strides greater than 1 are not possible. [[Combat]] effectiveness is likewise reduced: those entangled suffer a –3 penalty [[Roll to Hit|to hit]] with [[Melee|melee]] [[Weapons List|weapons]], and the use of [[Missile Weapons|missile weapons]] is effectively prevented, as drawing, loading or throwing cannot be accomplished within the binding mass.
Those who are caught in the web when it's cast, or attempt to move through it, suffer a -2 [[Action Points|action point]] (AP) penalty to any effort, as creatures struggle with moving freely in the spell's effects.  This penalty remains for 10 rounds even after creatures are able to extricate themselves from the webbing.
 
  
[[Movement (stride)|movement]] is likewise impaired; with the penalty, moving one combat hex requires 3 AP.  A stride greater than 1 is impossible.  All persons affected also suffer a -3 penalty [[Roll to Hit|to hit]] with [[Melee|melee]] [[Weapons List|weapons]]; throwing or loading missile weapons can't be done.
 
  
[[Category: Magical Spells]]
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See [[Spider]]
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[[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 01:06, 14 April 2026

Web (spell).jpg

Web is a spell that conjures a dense mass of fibrous, spider-like webbing, formed as a suspended curtain, a layered obstruction or a tangled accumulation at the caster's discretion. The dweomer produces a total volume measuring 40 ft. by 15 ft., with a depth of 5 ft., and this extent does not increase with the caster's level. Within that space, the web may be arranged to block passage, spread across the ground as a hindrance or packed into an enclosed area to fill it.

Web
Range 5 ft. per level
Duration 20 rounds per level
Area of Effect 40 ft. wide, 15 ft. high
curtain
Casting Time 1 round
Saving Throw none
Level mage (2nd)

For the web to hang as a vertical barrier, it must be anchored between solid points; it cannot suspend itself unsupported in open air. Once formed, the webbing clings to surfaces and to itself, creating a cohesive but unstable mass. The material is highly adhesive, drawing itself toward contact and binding whatever touches it. It lacks structural strength, however, and cannot be climbed; any attempt to do so only causes the web to collapse inward, enveloping the climber more completely.

The web affects all creatures equally, including the caster, who gains no special freedom of movement within it.

Vulnerabilities

The web recoils from intense heat. Contact with a torch or similarly heated object causes it to shrink and melt away locally, clearing one combat hex at a time. More powerful fire, such as a wall of fire or a fireball, destroys the webbing instantly wherever the flames make contact, leaving only those portions that were not reached by the effect. Despite this vulnerability, the web cannot be set alight to produce sustained fire or additional damage. When the spell's duration expires, the web dissipates entirely, vanishing without residue.

Effects

Creatures caught within the web at the moment of casting, or those who attempt to move through it thereafter, suffer a –2 action point penalty to all actions, reflecting the constant resistance and entanglement of the fibres. This penalty persists for 10 rounds after the creature has freed itself, as strands continue to cling and impede movement.

Movement is significantly restricted. Entering or crossing a single combat hex within the web requires 3 AP, and strides greater than 1 are not possible. Combat effectiveness is likewise reduced: those entangled suffer a –3 penalty to hit with melee weapons, and the use of missile weapons is effectively prevented, as drawing, loading or throwing cannot be accomplished within the binding mass.


See Spider