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.