Spellweb
- SchoolEvocation
- SphereCreation
- ComponentsV, S, M
- Range5 yds./level
- AreaSpecial
- Casting time3
- Duration1 turn/level
- Save2 or Neg.
A spellweb is the drow priest equivalent of the 2nd level wizard spell web. The spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The spellweb must be anchored to two or more solid and diametrically opposed points (such as floor and ceiling or opposing walls), or the spellweb collapses on itself, and disappears.
A spellweb glows with an eerie green luminescence when forming; it fades to white as it dwindles in intensity. At the caster's option, the completed spellweb can be lightless, or can glow with a very faint pearly radiance, aiding creatures in locating it. Once this decision is made, it cannot be changed.
Priests of all levels can feel when any spellweb they have cast is disturbed, damaged, or expires. This tenuous linkage does not cause the priest any pain, nor can it be used by any known creature as a way of contacting or otherwise harming the caster. The caster cannot cause the spellweb to melt away before its duration expires until 9th level, whereupon the caster gains the ability to cause his spellweb to dissipate in 1 round, by utterance of a particular command word.
A spellweb covers a maximum area of 7,000 cubic feet (for example seven 10 x 10-foot cubes). Creatures caught within the area of a spellweb, or who subsequently touch its gluey fibers, become stuck fast. Anyone in the area of effect of a spellweb as it forms is allowed a saving throw vs. spell at a -2 penalty. If the saving throw succeeds, they have managed to jump free of the forming spellweb (if unable to do so, the web in their area is at half strength).
Engulfed creatures of less than 13 Strength are trapped until the spell wears off or they are freed by another creature. Creatures of 13 to 17 Strength can break through one foot of spellweb strands per round. Creatures of 18 or greater Strength can break through two feet of webs in a round. Creatures of Huge or larger size, and possessing strength and bulk normal for their size (for example, a giant slug), can brush through 10 feet of webs per round.
Missile fire is generally ineffective against creatures trapped in webs. Creatures stuck on the outside of a web are reduced to AC 10 (9 if they currently possess either Strength or Dexterity scores of over 15; 8 if both ability scores exceed 15).
Spellweb strands are readily flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire – such as a torch, flaming oil, or candle – sets a spellweb alight. It burns away in a single round, freeing trapped creatures amid much choking smoke (visibility is reduced enough to cause a – 2
penalty to all attack rolls the round following the spellweb's ignition). All creatures within or stuck to a flaming spellweb take 2d4 points of damage from the flames, before they are freed.
The material components are the priest's holy symbol, a crystal of any size and type (e.g. a globe around creature diamond or a tiny grain of sugar or salt will serve equally well), and a piece of spider web.
Notes: Rare spell granted by the gods of the drow.
Sources: Priest's Spell Compendium