| gonzosports |
Hello,
My Rise of the Runelords group has some questions about the second level Web spell.
To wit,
1. How can you break it without fire - is this possible?
2. Does it have a hardness? HP? What if you want to clear with a sword, can you?
2. If you free yourself from the webs of a square you were in and got entangled in, is the square clear now?
Our Wizard is 10th level. He uses Web more than any other spell. It's either amazingly useful, or we're doing it wrong.
Thanks for help,
smb
| asthyril |
it is probably the best 2nd level spell, except possibly glitterdust, depending on the circumstance. in a dungeon web can block a retreat or keep yours safe very well. fire or being incredibly strong is the only way to break it, and a high escape artist can let you just treat it as difficult terrain that is hard to see through.
EDIT: but remember it needs 2 opposable anchoring points, which in a lot of outdoor encounters is not possible.
Michael Sayre
|
It's a little difficult because the spell indicates that the Web is far stronger and tougher than a normal web, but doesn't get much more specific than that. It seems as though the only way they intended you to be able to counter this spell is with flame. Unless you actually destroy the web with fire, the act of freeing yourself would not clear the area you became entangled in, it would only disconnect you from the web.
For reference:
Web-School conjuration (creation); Level sorcerer/wizard 2
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.
| gonzosports |
So - you're on one side of it. You want to get through to the other side without having to worry about being stuck. You can't cut it with ANYTHING? Only fire?
I'm having high level monster after monster (in dungeons) stuck in webs and having the party take them out while they trudge through it slowly. It's a pain.
Monsters have it rough.
Michael Sayre
|
Rmember that the party needs to navigate that Web as well, they're certainly not immune to its effects (unless they actually are like from Freedom of Movement). Also remember that if there's at least a 5 foot square of Web between the monster and the adventurers, he has cover vs. their ranged attacks (and vice versa). Web is good, but make sure you're accounting for its disadvantages as well as its advantages.
| cwslyclgh |
At tenth level I would think many of the monsters have fairly good CMBs so the web should only slow them down a bit... even at half movement rate the monster should be able to get out of the web on a single made CMB roll, unless they are slow to begin with (though they might not get out the side that they 'want' to).
Looking at the CR 10 monsters in the bestiary the average CMB is +18. Against a 10th level wizard with a 26 INT (+8) and greater spell focus (+2) (Web DC 22) that means a CR 10 creature can move through the web at half speed as long as it doesn't roll a 3 or less on its check (on average).