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
pointsfloor and ceiling, opposite walls, etc.or else
the web collapses upon itself and disappears. Creatures caught
within a web or simply touching its strands become entangled
among the gluey fibers.
An entangled creature suffers a 2 penalty to attack
rolls, suffers a 4 penalty to effective Dexterity, and
cant move. An entangled character who attempts to cast a
spell must make a Concentration check (DC 15) or lose the spell.
Anyone in the effects area when the spell is cast must
make a Reflex save. If this save succeeds, the creature is not
stuck in the webs and is free to act, though moving may be a
problem (see below). If the save fails, the creature is stuck. A
stuck creature can break loose by spending 1 round and succeeding
at a Strength check (DC 20) or an Escape Artist check (DC 25).
Once loose (either by making the initial Reflex save or a later
Strength check or Escape Artist check), a creature may progress
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.
The web provides one-quarter cover for every 5 feet of the
substance between the character and an opponentone-half
cover for 10 feet of web, three-quarters for 15 feet, and total
cover for 20 feet or more.
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 firea torch, burning oil, a flaming sword,
etc.can set them alight and burn away 5 square feet in 1
round. All creatures within flaming webs take 2d4 points of
damage from the flames.
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