Web underwater


Rules Questions


Question for DMs and rule-lawyers: Should web work underwater? What if it is cast just above the surface of the water, say, under a bridge clearing the water at most 2 feet? Would just above the water contain webbing, or would it extend below the water as well?


Yes it should work. Water has no adverse affects on webs in the game. I don't know about real life, but the game often ignores real life. Lightening Bolt and water is an example of that.


The Web spell makes no mention of water being able to prevent it, so it would work normally. As long as its properly anchored at two opposing sides (as the description requires) then I see no reason why water would stop it.

I mean, from a logical standpoint I understand the question you're asking. But it's kinda like asking "Can I cast Fireball underwater?" The answer is yes. Magic > Physics


Yes it would. Unlike the vast majority of adhesives, spider silk does not lose its sticky properties under water. This is so that webs will still function in humid conditions. Spider silk actually requires moisture to remain sticky, otherwise it dries up and loses its adhesive properties.


I am in the camp of it not working underwater.

My evidence

web:
Web

School conjuration (creation); Level sorcerer/wizard 2

Casting Time 1 standard action

Components V, S, M (spider web)

Range medium (100 ft. + 10 ft./level)

Effect webs in a 20-ft.-radius spread

Duration 10 min./level (D)

Saving Throw Reflex negates; see text; Spell Resistance no

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

and

Conjuration Magic:

Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell's range, but it does not have to remain within the range.

Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can't be dispelled.

Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Healing: Certain divine conjurations heal creatures or even bring them back to life.

Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Based on the bold points, my conclusion is that the spell would fail all together. But it could be argued for it to work up until the water, but not in it.


donaldsangry wrote:

I am in the camp of it not working underwater.

My evidence

** spoiler omitted **...

It would, in fact, work underwater.

Reason: Read your spoilers again.

It's not floating in an empty space, and it IS in a space that supports it, if the user casts it correctly. Why? Because Web states that it must be supported by being anchored to something solid at diametrically opposed points. As long as you meet this requirement, the web can sustain itself. Even underwater. (Think walls of an underwater cave, or the sides of a sunken pirate ship, etc).

The only reason for it not to work is if he just cast Web upon an empty area.

Silver Crusade

Kazejin wrote:
Magic > Physics

So true. A 'god wizard' changes reality with spells like Web. Ultimately, though, the GM decides just how much magic is in line with his/her limited understanding of physics. Even to the point of disregarding spell descriptions almost entirely (strongly inadvisable). Magic can be illogical and orderly, rational and chaotic. As for Web, the consensus is apparent. It is not bothered by the mostly harmless fluid.

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