Web

Web

School Conjuration (creation); Level mystic 1-3, magus 1-3, wizard 1, 2, 4
Casting Time 1 standard action
Range see text
Effect see text
Duration see text
Saving Throw see text; Spell Resistance no

You conjure a sticky mass of cobwebs to hinder your foes.

1st: When you cast web as a 1st-level spell, you fire a ball of cobwebs at the target. Make a ranged attack against a single target creature’s EAC. (You may substitute your key ability modifier for your Dexterity ability modifier on this attack if it is higher.) If you hit, the creature becomes entangled and anchored to its current space by sticky strands. Each turn, the creature may attempt to free itself as a standard action by succeeding on an Acrobatics skill check to escape or a Strength check to break the web, both with a DC equal to the spell’s DC. (This does not provoke attacks of opportunity.) If the creature or webbing takes any amount of fire damage, the strands shrivel away and the creature loses the entangled condition.

2nd: When you cast web as a 2nd-level spell, you create a 20-ft.-radius burst mass of sticky strands somewhere within medium range (100 ft. + 10 ft./level). The mass must be anchored to at least two solid objects at diametrically opposed points or it collapses on itself and disappears. The area within the web becomes difficult terrain, and creatures within its area, or who later enter the area, must succeed on a Reflex save or become entangled and unable to move from their space. Creatures can free themselves from the web as a standard action by succeeding on an Acrobatics skill check to escape or a Strength check to break the web, both with a DC equal to the spell’s DC. (This does not provoke attacks of opportunity.)

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 weapon that deals fire damage 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. The sticky mass is otherwise immune to damage, with more strands instantly taking the place of any that are cut but not burned away by fire.

3rd: When you cast web as a 3rd-level spell, it acts as the 2nd-level version, save that it creates a mobile cloud of webbing with a 20-ft. radius that does not need to be anchored to anything. You can move the cloud up to 30 ft. per round by mentally directing it, a move action for you. Creatures trapped in the webbing remain trapped even after the cloud passes, but the area the cloud leaves behind does not count as difficult terrain. While webbing is still flammable (as the 2nd-level version), it has fire resistance 5. (Wizards cast this version as a 4th level spell.)


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