Game Rules
d20 Modern SRD
Spells
d20 Modern SRD
Spells
Web
Level: Arcane 2
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 minutes/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
The web spell creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. These masses must be anchored to two or more solid and diametrically opposed points-floor and ceiling, opposite walls, and so forth-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 takes a -2 penalty on attack rolls, takes a -4 penalty to effective Dexterity, and can't move. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell.
Anyone in the effect's 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 is slow and may cause it to become stuck (see below). If the save fails, the creature is stuck. A stuck creature can break loose by spending 1 round and succeeding on 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 opponent-one-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. Any fire 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.
Spell List
Aid
Animate Dead
Arcane Eye
Arcane Lock
Augury
Bane
Bestow Curse
Bless
Blur
Break Enchantment
Burning Hands
Cause Fear
Change Self
Cloudkill
Command
Comprehend Languages
Cone of Cold
Confusion
Create Water
Cure Critical Wounds
Cure Light Wounds
Cure Minor Wounds
Cure Moderate Wounds
Cure Serious Wounds
Darkvision
Daze
Delay Poison
Detect Magical Aura
Dimension Door
Discern Lies
Dispel Magic
Displacement
Energy Trap
Enhance Ability
Faith's Fury
Fear
Feather Fall
Fireball
Flaming Projectiles
Flaming Wrath
Freedom of Movement
Glitterdust
Glyph of Warding
Greater Command
Greater Magic Weapon
Halt Undead
Haste
Hold Monster
Hold Person
Hold Portal
Ice Storm
Inflict Critical Wounds
Inflict Light Wounds
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Serious Wounds
Insect Plague
Invisibility
Invisibility Sphere
Jump
Keen Edge
Knock
Lesser Restoration
Levitate
Light
Lightning Bolt
Locate Object
Mage Armor
Mage Hand
Magic Missile
Magic Mouth
Magic Weapon
Mass Cure Light Wounds
Mass Inflict Light Wounds
Message
Minor Globe of Invulnerability
Neutralize Poison
Passwall
Phantom Watchdog
Power Device
Prayer
Prestidigitation
Protection from Arrows/Bullets
Raise Dead
Ray of Fatigue
Read Magic
Remove Curse
Remove Disease
Remove Fear
Remove Paralysis
Resist Energy
Resistance
Restoration
Searing Light
See Invisibility
Shatter
Shield
Shield of Faith
Shout
Silence
Sleep
Slow
Spider Climb
Status
Stoneskin
Telekinesis
Tongues
True Seeing
True Strike
Virtue
Wall of Fire
Wall of Force
Wall of Ice
Wall of Iron
Wall of Stone
Water Breathing
Web
Zone of Truth
Animate Dead
Arcane Eye
Arcane Lock
Augury
Bane
Bestow Curse
Bless
Blur
Break Enchantment
Burning Hands
Cause Fear
Change Self
Cloudkill
Command
Comprehend Languages
Cone of Cold
Confusion
Create Water
Cure Critical Wounds
Cure Light Wounds
Cure Minor Wounds
Cure Moderate Wounds
Cure Serious Wounds
Darkvision
Daze
Delay Poison
Detect Magical Aura
Dimension Door
Discern Lies
Dispel Magic
Displacement
Energy Trap
Enhance Ability
Faith's Fury
Fear
Feather Fall
Fireball
Flaming Projectiles
Flaming Wrath
Freedom of Movement
Glitterdust
Glyph of Warding
Greater Command
Greater Magic Weapon
Halt Undead
Haste
Hold Monster
Hold Person
Hold Portal
Ice Storm
Inflict Critical Wounds
Inflict Light Wounds
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Serious Wounds
Insect Plague
Invisibility
Invisibility Sphere
Jump
Keen Edge
Knock
Lesser Restoration
Levitate
Light
Lightning Bolt
Locate Object
Mage Armor
Mage Hand
Magic Missile
Magic Mouth
Magic Weapon
Mass Cure Light Wounds
Mass Inflict Light Wounds
Message
Minor Globe of Invulnerability
Neutralize Poison
Passwall
Phantom Watchdog
Power Device
Prayer
Prestidigitation
Protection from Arrows/Bullets
Raise Dead
Ray of Fatigue
Read Magic
Remove Curse
Remove Disease
Remove Fear
Remove Paralysis
Resist Energy
Resistance
Restoration
Searing Light
See Invisibility
Shatter
Shield
Shield of Faith
Shout
Silence
Sleep
Slow
Spider Climb
Status
Stoneskin
Telekinesis
Tongues
True Seeing
True Strike
Virtue
Wall of Fire
Wall of Force
Wall of Ice
Wall of Iron
Wall of Stone
Water Breathing
Web
Zone of Truth