Mistwell
Crusty Old Meatwad
From the SRD for the spell Web:
and from the SRD for the condition known as Entangled:
Questions:
1) If a person is caught in a web, do they suffer from the condition of entangled AND the conditions of the Web spell? In other words, the condition of entangled imposes things like half-speed movement, casting difficulties, and attack and dex penalties; while the spell imposes a restriction on movement of a round devoted to moving + Strength check or Escape Artist check = moving only 5 feet for each full 5 points by which the check result exceeds 10 (but still at half speed from the entangled condition)?
2) What is meant by "Each round devoted to moving" in the web spell description? Does this mean you must take a Full Round Action to move, and can do nothing other than attempting to move that round if you are trying to move at all?
3) Assume you are on the edge of a web (the square next to you is web free), and caught in that web. You are not immobile, just entangled, having made a prior saving throw. You make a strength check to move, and you beat the check by 10 (so you can move 10 feet this round through webbing). Can you still only move 10 feet total this round, even though you are moving into a square that is web-free? Would the answer change if you only beat the check by 5? Would the answer change if you started with 5 feet of web between you and a web-free space?
4) Assume you have a speed of 30, and spend 20 of that 30 moving freely in web-free spaces until you reach the edge of a web. You want to enter the web. Can you enter it that turn? If so, do you make a strength or escape artist check to enter the first 5 foot square of the web? Can you move more than 5 feet into the web on that round, if you make a sufficient strength or escape artist check that round?
Thanks in advance for your answers and analysis.
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.
and from the SRD for the condition known as Entangled:
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
Questions:
1) If a person is caught in a web, do they suffer from the condition of entangled AND the conditions of the Web spell? In other words, the condition of entangled imposes things like half-speed movement, casting difficulties, and attack and dex penalties; while the spell imposes a restriction on movement of a round devoted to moving + Strength check or Escape Artist check = moving only 5 feet for each full 5 points by which the check result exceeds 10 (but still at half speed from the entangled condition)?
2) What is meant by "Each round devoted to moving" in the web spell description? Does this mean you must take a Full Round Action to move, and can do nothing other than attempting to move that round if you are trying to move at all?
3) Assume you are on the edge of a web (the square next to you is web free), and caught in that web. You are not immobile, just entangled, having made a prior saving throw. You make a strength check to move, and you beat the check by 10 (so you can move 10 feet this round through webbing). Can you still only move 10 feet total this round, even though you are moving into a square that is web-free? Would the answer change if you only beat the check by 5? Would the answer change if you started with 5 feet of web between you and a web-free space?
4) Assume you have a speed of 30, and spend 20 of that 30 moving freely in web-free spaces until you reach the edge of a web. You want to enter the web. Can you enter it that turn? If so, do you make a strength or escape artist check to enter the first 5 foot square of the web? Can you move more than 5 feet into the web on that round, if you make a sufficient strength or escape artist check that round?
Thanks in advance for your answers and analysis.