Evocation
Level Magic-user 2
Components V, S, M
Casting Time 2 segments
Range 5-ft. per caster level
Area of Effect 20-ft. by 20-ft. by 20-ft. area or shapeable up to 8,000 cu. ft. volume (see description)
Duration 20 rounds per caster level
Save -2 Dexterity save vs. Spell (save avoids or for partial)
The area is filled with sticky webs which may entangle those in the area of effect.
Creatures in the area of effect must make a -2 Dexterity save vs. Spell or become entangled by the webs. A successful save means the creature has miraculously jumped free of the area (location determined randomly or by the GM). If the GM should decide that any creature cannot jump free on a successful save, the webs in the area manifest at "half-strength", assuming the save is successful for any creature (see below).
Entangled creatures in full strength webs have a 5% chance to begin to suffocate at the end of every 10 rounds. This chance increases by +5% for each 10 round span entangled. Treat the entangled creature as if underwater (if struggling, it will be active, if not, inactive) for purposes of holding one's breath. See Combat Conditions, Water Environments, Holding One's Breath.
The degree of entanglement is determined by the creature's Strength score (or equivalent or or mass and size as determined by the GM):
Creatures with a 12 or lower Strength score are entangled until the spell duration ends.
Creatures with a Strength score of 13 to 17 can move through 1.2-inches of webs per round (or 1-ft. per 10 rounds). These creatures are partially entangled while in the area of effect.
Creatures with a Strength score of 18 or higher can move through 1-ft. of webs per round. These creatures are partially entangled while in the area of effect.
Strong and huge (or massive) creatures, typically 10-ft. tall or larger, can move through the webs at a rate of 1-ft. per segment and are not considered entangled (even if the save is failed).
Creatures in the webs (or those attacking opponents in or outside the webs) gain cover. Within 5-ft. no cover is given, but for each 5-ft. of distance where the area is covered in webs, cover increases: 10-ft. away=25% cover; 15-ft. away=50% cover; 20-ft. away=75% cover; 25-ft. away=90% cover; and greater than this, 100% cover is given. See Combat Conditions, Environment, Cover and Concealment. Certain effects (lightning bolt, etc.) will ignore this type of cover per the GM.
After the spell is cast, any creature entering the area of effect (webs) will become entangled (no save) but the level of entanglement depends on the creature's Strength score.
The webs are highly flammable. Any flame applied to the area of effect (webs) will burn the entire area of effect away in 1 round. All creatures in the area of effect (webs) will take 2d4 normal fire damage (no save). The spell is then effectively negated.
Area of Effect. The webs can be shaped to fill an area of up to 8,000 cubic foot volume and must be at least 10-ft by 10-ft. by 10-ft. or 10-ft. thick. The webs can extend past the range. Thus:
20-ft. by 20-ft. by 20-ft
40-ft. long by 20-ft. high by 10-ft. deep
80-ft. long by 10-ft. high by 10-ft. deep
etc.
If the area cannot be seen (leads off into darkness), the spell caster must use the same shape as the webs extend beyond sight. e.g. A 10-ft by 10-ft. by 10-ft. corridor leading into an unseen open room will fill a 10-ft by 10-ft. by X-ft. shaped area extending into the room. If the room's ceilings are higher than 10-ft., that portion of the web spell fails. Obstructions will limit the area of effect (e.g. a closed door).
Half-strength Webs. If any creature is caught in the webs but also made its saving throw, the webs will manifest at half-strength:
Creatures with a 6 or lower Strength score are entangled until the spell duration ends.
Creatures with a Strength score of 7 to 9 can move through 2.4-inches of webs per round (or 2-ft. per 10 rounds). These creatures are partially entangled while in the area of effect.
Creatures with a Strength score of 10 or higher can move through 2-ft. of webs per round. These creatures are partially entangled while in the area of effect.
Strong and huge (or massive) creatures, typically 10-ft. tall or larger, can move through the webs at a rate of 2-ft. per segment and are not considered entangled (even if the save is failed).
These webs grant cover and have similar properties as per the description above.
Limitations.
The spell requires the webs to be anchored by at least two surfaces on opposite sides. Otherwise, the spell fails.
Incorporeal creatures are immune to entanglement by webs.
Material Components. A bit of spider web which is consumed in the casting of the spell. Cost/Scarcity. Free/common.
Known Additions/Substitutions. Using fresh* silk from the web of a phase spider will allow the web to affect incorporeal creatures and adds a -1 to the penalty for saving throws (for a total of -3 to the save).
* Collected within 1 hour of the casting.