Creates a mass of sticky webs
Original D&D Edit
Debuted in Supplement 1: Greyhawk, for the magic-user.
- Spell Level 2
- Duration 8 hours
- Range 3"
Creates enough web to cover a 1" x 1" x 2" area. Giants and other strong creatures can break through in two turns; weaker creatures take proportionately longer, and fire will destroy the webs in one turn. This is similar to the "web" effect of a staff of wizardry.
Debuted in the Player's Handbook as a magic-user spell
|Level: 2||School: Evocation|
|Components: V, S, M (a bit of spider's web)|
|Range: 1/2"/level||Casting Time: 2 segments|
|Duration: 2 turns/level||Saving Throw: Negates or Halves|
Creates many-layered strands of sticky, strong threads to come into existence, anchored to two opposite points (such as floor and ceiling, or opposite walls). The web covers 8 cubic inches, and must be at least 1" thick (a mass 4" high, 2" wide, and 1" deep, for instance). Creatures in the area, or who touch the webs, become stuck by the gluey fibers if they fail a save at -2. Creatures have a cumulative 5% chance per turn to suffocate while stuck.
Succeeding on the save means one of two things: if the creature has room to move, they are considered to have leapt out of the area. If there is no room to escape, the strands have not caught them as tightly, and the webs are only 1/2 strength.
Creatures with less than 13 Strength cannot free themselves once stuck. Creatures with a Strength between 13 and 17 can break through 1' of web each turn. Creatures with 18+ Strength can break through 1' of web each round. Strong and huge creatures can break through 1' of web each segment. Great mass can be substituted for great strength for breaking through the web.
Webs created by this spell are flammable. Any fire that touches the webs sets them alight, burning through them in a single round, dealing 2d4 points of damage to creatures in the web.
DM's Advice: Without two anchoring points, the webs collapse in on themselves and become a tangle, negating the spell.