MagicUser - SpellDetail
Web
(Evocation)
Level:
2
Components:
V, S, M
Range:
/2’/level
Casting Time:
2 segments
Duration:
2 turns/level
Saving Throw:
Neg. or 1/2
Area of Effect:
Special
Explanation/Description:
A web spell creates a many-layered mass of strong, sticky strands similar to spider webs, but far larger and tougher. These masses must be anchored to two or more points — floor and ceiling, opposite walls, etc. — diametrically opposed.
The web spell covers a maximum area of 8 cubic inches, and the webs must be at least 1” thick, so a mass 4” high, 2” wide, and 1” deep may be cast. Creatures caught within webs, or simply touching them, become stuck amongst the gluey fibers. Creatures with less than 13 strength must remain fast until freed by another or until the spell wears off. For every full turn entrapped by a web, a creature has a 5% cumulative chance of suffocating to death. Creatures with strength between 13 and 17 can break through 1’ of webs per turn. Creatures with 18 or greater strength break through 1’ of webs per round. (N.B. Sufficient mass equates to great strength in this case, and great mass will hardly notice webs.) Strong and huge creatures will break through 1’ of webs per segment. It is important to note that the strands of a web spell are flammable. A magic flaming sword will slash them away as easily as a hand brushes away cobwebs. Any fire — torch, flaming oil, flaming sword, etc. — will set them alight and burn them away in a single round. All creatures within the webs will take 2-8 hit points of damage from the flames, but those freed of the strands will not be harmed. Saving throw is made at -2. If the saving throw versus web is made, two results may have occurred. If the creature has room to escape then he is assumed to have jumped free. If there is no room to escape then the webs are only strength. The material component of this spell is a bit of spider web.