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The Web Spell - Moving Through It After It Is Cast

A question came up during last night's session about the Web spell.

[sblock=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.[/sblock]

I understand about someone getting caught in the spell when it is cast, but what happens when someone tries to move through the area after it has been cast (assuming they were outside the area of the Web spell when it was cast)?

My guess was that they have to make Strength checks or Escape Artist checks to move through the web but I could be wrong.

If someone is clearing away webs as they walk with a flame/flaming weapon can they only move 5 feet/round? And do they take the damage from the flaming webs, or are they not considered to be in the area of the flaming webs?

Olaf the Stout
 

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Exactly as written, those who go into the area after the spell is cast are not addressed. officially, that means that there is no effect on them (besides the bit about cover and distance, which doesn't care where you started relative to the web). Technically.
 

As written the spell does leave it open to interpretation but I have always played it as you mentioned. I feel the web becomes a terrain feature.

A creature 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.
 

I understand about someone getting caught in the spell when it is cast, but what happens when someone tries to move through the area after it has been cast (assuming they were outside the area of the Web spell when it was cast)?
I rule they are "caught within" the web, but do not have to make a Reflex save (since they weren't in it when the spell was cast). Thus, they become entangled, but are not prevented from moving; it is just more difficult, as the spell describes (i.e., Strength or Escape Artist checks are required). I believe this interpretation is just as legitimate by RAW as "it doesn't say, so nothing happens."

Olaf the Stout said:
If someone is clearing away webs as they walk with a flame/flaming weapon can they only move 5 feet/round? And do they take the damage from the flaming webs, or are they not considered to be in the area of the flaming webs?
I rule that they can burn away one 5-foot square per round (unless they're using an area effect, like burning hands). I don't see why anyone would think the person has to be in the area (unless that person has zero reach, and even then I think it would be unreasonable to require it).
 

I rule they are "caught within" the web, but do not have to make a Reflex save (since they weren't in it when the spell was cast). Thus, they become entangled, but are not prevented from moving; it is just more difficult, as the spell describes (i.e., Strength or Escape Artist checks are required). I believe this interpretation is just as legitimate by RAW as "it doesn't say, so nothing happens."

Yup, I would rule that way as well.

I rule that they can burn away one 5-foot square per round (unless they're using an area effect, like burning hands). I don't see why anyone would think the person has to be in the area (unless that person has zero reach, and even then I think it would be unreasonable to require it).

I actually liked a houserule my friend implemented while DMing us one time, and it's become standard for our group since: If you set fire to any part of the web, the fires spread out 5 ft each direction per round, so setting fire to one square will eventually burn out the entire web..and hurt any enemies caught in the path of flaming webs, of course.
 

As I recall, that was pretty much the way it was in previous editions as well. Don't know why they didn't make it explicit in 3.X...perhaps they just got caught up in the trap of being overly familiar with the stuff before, and simply took it as understood that that was how the spell worked.
 

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