Defenses against Web, Entangle, and the like

Hm. I was under the impression, but reading the spell that burning a web through normal means only took out a 5 foot square and that was it... does the fire continue to burn?

Web
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
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 spider webs 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 entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

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 magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet 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.

Material Component: A bit of spider web.
 

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> Levitate - Could this spell cause the web to rise? Would it take everything it was stuck to with it (like a magic floating lintbrush?)
> Gaseous Form
> Summon Monster I, II or III to get a creature that is either fiery, a fire elemental, or can cast fire magic.
> Blink
> Spider Climb (does that spell let one walk through webs?)
 

I don't know why it hasn't been mentioned yet, but Fly should be a handy preventive measure. If you're in the air, you can't be entangled, and webs need to be anchored to two points. Of course, if you're in a claustrophobic dungeon this is rather less useful, but.

Other things to think about -- remember that Entangle requires plants, so if you can find some way to reap all the vegetation in your square somehow...
 

The burning hands suggestion is probably the best anit-web defense I've heard so far. Flameburst out of the Miniatures Handook can also do the trick.

Now as for casting grease on yourself, that seems sort of like robbing Peter to Pay Paul, doens't it? Sure, you got a bonus to escape artist checks...but now you're flopping around on the ground like a flounder for the rest of the fight.

Sejs said:
Problem: Entangled in a Web spell.
Solution: A tindertwig (1gp)

This gets you what--5 feet per round, as a full-round-action? Pretty lousy solution by all accounts. When I asked for defenses against web, I guess should've specified that to constitute a viable defense, it has to get you out of the web in a timely. On second thought, no, I should not have had to specify that. :]

Problem: Entangled in an Entangle spell.
Prevention: Don't get near big plants when fighting a druid.

Problem: Inconvienanced by the application of a Grease spell.
Solution: Find a friend and make the best of it. Or attempt to wrassle a hog fer money. Either one.

Even more lousy "solutions". Look, if you're halfway through writing a post and realize you actually have no worthwhile ideas to contribute, you can stop. :mad:
 

RangerWickett said:
Why is Freedom of Movement so high level? How often are you going to need to avoid grappling a lot for an hour or more?

I've wondered the same thing myself. Like I said, an entangle is a rock without a paper.

This spell is good enough to get you out of a bind. And it's the same level as entangle, so it's a nice defense, but it only helps one person, whereas entangle or web can trap many people. I know a rogue/sorcerer would love this spell.

It's not a bad design at all. The fact that WotC hasn't come up with something like it really makes me think that they actively want entangle and web to be a huge hassle in fight after fight. Really, the more I think about, the more I as a DM much prefer NPC's getting fireballed than being bogged down with snare spells.
 

Kyrail said:
Hm. I was under the impression, but reading the spell that burning a web through normal means only took out a 5 foot square and that was it... does the fire continue to burn?

Under normal conditions, no, as the description you posted indicates. Fire destroys the web instantly, so it doesn't get a chance to spread. You really need an fiery area effect to cut a quick escape path.

And I suspect you've touched upon one of the things that makes both snare spells acceptable to the designers is that fireballs effectively destroy both plants and webs. Can you dig it? Your "defense" is the opponent nuking you. :uhoh:
 

Simple Solutions:

I HATE the way that D&D is all about the magic, y'know?

Non-magically, Web can be defeated by applying a non-magical layer of fat, grease, oil, etc., to your armor and shield. This should be treated the same as a Grease spell, but that depends upon your GM.

Alternately, a large quantity of flour, dust, dirt, etc., blown by a Gust of Wind, or such-like, could coat the sticky strands, making them merely a climbing obstacle (which means, once you break free, you're only reduced to 1/2 movement, for climbing).

Other solutions include Alchemist's Fire, which will clear a 10' radius, IIRC, and a PC who wanted to prepare could easily "denature" this stuff to produce something far less damaging, which only does the 2D4 damage of the burning Web, but still burns off a 10' radius. (How many squares is that, anyway?)

This won't help you, if you've been Webbed, but throwing planks up one side, and then on top will allow you to cross over them without burning damage.

And here's a really good one, that's "cheap"... You could spend some ranks in Escape Artist. If you have money to burn, buy a Vest of Escape.
 
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Felon said:
Now as for casting grease on yourself, that seems sort of like robbing Peter to Pay Paul, doens't it? Sure, you got a bonus to escape artist checks...but now you're flopping around on the ground like a flounder for the rest of the fight.

Dude, don't be silly! If you're casting it on yourself (or, more technically, on your armor and/or clothing), you don't coat the bottoms of your own boots! You just use it to make yourself slick, so the sticky strands don't stick!

Alternately, you might be able to cast Grease on the Webs, themselves. That should also work.
 

drunkmoogle said:
Or you could have someone carry an actual flaming torch.
For some reason I have a picture of a big poofter sashaying around a dungeon offering decorating tips & ridiculing the fighter's mullet....
 
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