Webbing

Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.

Arcane 2, Divine 3 Type: esoteric, wall

Range: 10’ Duration: 48 turns

This spell creates a many-layered mass of strong, sticky strands covering an area 10’ x 10’ x 10’. Creatures caught within the webbing when it appears become webbed by the gluey fibers. Creatures that attack targets in the webbing with weapons do not become restrained, but creatures that attack targets in the webbing with natural weapons or that move into the webbing do. Incorporeal creatures can ignore the webbing as if it were not there.

Webbed creatures cannot move, but can still attack, cast spells, take actions in lieu of attacking or moving, or attempt to escape. While webbed, the is vulnerable and can be ambushed or backstabbed by creatures capable of doing so.

Attempting to escape from the webbing is an action in lieu of attacking. The creature can attempt to slip free or break free. Slipping free requires a Paralysis saving throw. If the creature has Contortionism proficiency throw, it gains a +4 bonus on the throw. If the save succeeds, the creature escapes. If the save fails, the creature gets more entangled in the webs and becomes helpless.

Breaking free requires a Dungeonbashing proficiency throw at -9. If the throw succeeds, the creature escapes. If the throw fails, the creature remains webbed (but does not become helpless). Large creatures gain a +4 bonus, huge creatures gain a +8 bonus, gigantic creatures gain a +12 bonus, and colossal creatures gain a +16 bonus on the throw.

Webbed creatures can free themselves, and webbed creatures can be freed, by cutting the webbing or setting it aflame. Cutting webbing off a creature is an attack and requires a successful attack throw vs. AC 4 with a weapon dealing extraordinary slashing damage. If the attack throw succeeds, the creature is no longer webbed. Setting fire to the webbing is an attack and requires an attack throw against AC 0 with the fire source. If the attack succeeds, the webs instantly go up in flames. All creatures in the webbing immediately take 1d8 mundane fire damage at the start of their initiative until they escape the webbing. The webbing burns away at the end of two rounds.