Level: Sor/Wiz 2, Vermin 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Web between two anchors
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No
Spell Points: 3
You create a many-layered mass of strong, sticky strands, similar to spider webs but far larger and tougher.
The web you create must be anchored to two or more solid and diametrically opposed points or else it collapses upon itself and disappears. The two anchor points must be within 40’ of each other, making that the maximum length of the web. The web extends 15’ down from the anchoring points.
To determine the web’s ground area, draw a line between the two anchors. The web occupies all squares crossed by that line.
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature escapes, and is shunted to the nearest empty space (if multiple squares are equally valid, the creature chooses which square it ends up in).
If the save fails, the creature is immobilized and can’t move from its space, but can break loose by spending a full round action and making a DC 20 Strength check or a DC 25 Escape Artist check (if the creature attempting to escape succeeds by 4 or more, the square of webs the creature occupied is destroyed). Once loose, the creature ends up in the nearest empty square, as if it had succeeded on the initial reflex save.
If you have web between you and an opponent, it provides cover.
The strands of a web spell are extremely flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs, automatically destroying a 5’x5’ square of the webs with a single attack. Any fire can set the webs alight and burn away a square in 1 round. All creatures Immobilized within a square of flaming webs take 2d4 points of fire damage from the flames.
Each square of webs has 20 hit points and hardness 5 (slashing weapons ignore this hardness). Each square can be burst with a DC 24 Strength check.