Web (118)

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Web (118)
Mnemonic [WEB]
Duration Instantanous
Attack Magic - Damage - Disabling  
Subtype Warding, Bolt, Area Effect 
Target(s) Single or Room 
Interval Special (see left) 
Damage Type Hitpoint (Bolt version) 
State(s) Inflicted Webbed 
Critical Type Unbalance (Bolt version) 
Minor Spiritual Spells
Spirit Warding I (101) Defensive
Spirit Barrier (102) Defensive
Spirit Defense (103) Defensive
Disease Resistance (104) Defensive
Poison Resistance (105) Defensive
Spirit Fog (106) Defensive
Spirit Warding II (107) Defensive
Stun Relief (108) Utility
Dispel Invisibility (109) Utility
Unbalance (110) Attack
Fire Spirit (111) Attack
Water Walking (112) Utility
Undisease (113) Utility
Unpoison (114) Utility
Fasthr's Reward (115) Defensive
Locate Person (116) Utility
Spirit Strike (117) Offensive
Web (118) Attack
Spirit Dispel (119) Utility
Lesser Shroud (120) Defensive
Call Lightning (125) Attack
Spirit Guide (130) Utility
Searing Light (135) Attack
Wall of Force (140) Defensive

There are three different version of the Web spell: Warding, Area, and Bolt.


The warding version of the spell is the default when incanting or casting at a target.

The caster attempts to summon sticky webbing to ensnare a single target for a duration depending on the warding margin. The duration is stackable with new, successful casts on the target up to a max duration of 60 seconds. The target is subject to a 25 Target Defense (TD) pushdown.

The Webbed effect prevents targets from taking most actions, applies a significant penalty to Defensive Strength, and disables the chance to outright Evade/Parry.

  • PREP 118 | CAST {target} or INCANT 118 to use
  • INCANT 118 CAST CLOSED to use once if something else is set to default INCANT (CLOSED is optional unless Area Web is set as the default INCANT)
  • INCANT SET CLOSED 118 to reset INCANT to use this version


The area version of the spell is available by open casting without specifying a target.

The caster creates a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. A fresh web will have 2 snare charges plus additional charges based on Spiritual Lore, Summoning: see Lore Benefits. The web does not automatically dissipate if the caster leaves the room.

Player or creature actions will trigger a hidden spiritual warding check in the following situations:

Player-Cast Webs Creature-Cast Webs
If the web was cast by a player, then it is safe for caster's group, but a warding check will trigger for:
  • an ungrouped player attempting to attack in the room
  • a creature entering the room
  • a creature attempting to attack in the room
  • a creature attempting to exit the room
If the web was cast by a creature, then a check will trigger for:
  • a player attempting to attack in the room
  • a player attempting to exit the room

Every time that a warding check is triggered, it consumes one snare charge (whether or not the check was successful). The size descriptor of the web indicates the number of charges remaining. When someone or something gets tangled in an area web, the maximum duration it will be ensnared is 60 seconds. Encumbrance is not a factor in whether a character is webbed.

  • PREP 118 | CAST to use
  • INCANT 118 OPEN to cast Area Web once using INCANT
  • INCANT SET OPEN 118 to always cast Area Web using INCANT

Lore Benefits

Area Web

The number of ensnare charges increases by 1 at set thresholds of Spiritual Lore, Summoning, with a maximum of 10 total ensnare charges achieved at 180 ranks.

Spiritual Lore, Summoning, ranks - - 5 15 30 50 75 105 140 180
Total Area Web ensnare charges 1 2 3 4 5 6 7 8 9 10
Web descriptor big large expansive giant gigantic huge enormous colossal

Web Bolt

Web Bolt is unlocked with 20 ranks of Spiritual Lore, Summoning. It is cast using EVOKE, costs 9 mana, and uses the Unbalance critical table, producing injuries along with frequent knockdowns and stuns. When the target is hit successfully there is also a chance to ensnare the target in a web for up to a minute.

As a bolt spell, it requires training in Spell Aiming to be effective and can be CHANNELed.

Note: Spell hindrance failures cost 18 mana even when using the evoke syntax.

  • PREP 118 | EVOKE {target} or INCANT 118 EVOKE to use
  • INCANT 118 EVOKE CLOSED to cast Web Bolt once using INCANT (CLOSED is optional unless Area Web is set as the default INCANT)
  • INCANT 118 EVOKE CHANNEL CLOSED to channel Web Bolt once using INCANT
  • INCANT SET EVOKE 118 to always cast Web Bolt using INCANT followed by
    • INCANT SET CHANNEL 118 to always channel Web Bolt using INCANT

Damage Factor Table

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Web (118) Bolt DF .520 .420 .330 .300 .210
AvD 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34

Damage Factor Bonus

Training in Spiritual Lore, Summoning increases the spell's damage factor (DF) according to the table below (bolt version only).

Lore Ranks
Damage Factor
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

The total DF increase with 200 ranks SL, Summoning lore is 0.100.

Chance to Ensnare Target

Additional training in Spiritual Lore, Summoning will increase the chance of ensnaring the target in a sticky webbing by 1% for every 2 ranks. At 140 ranks there is a 100% chance to web a like-level target. Over training will offset any additional level penalty. The chance of applying the webbed condition is

% chance to web = 30 + (SL:S ranks / 2) ± (level difference)2

So if the caster is 5 levels over the target, they get a bonus of 25. If they are 5 levels lower, they get a penalty of 25.

Spiritual Lore, Summoning ranks 20 40 60 80 100 120 140
% chance for like-level target to be webbed 40% 50% 60% 70% 80% 90% 100%
Not all thresholds shown. Chances are vs. like-level targets.
Channel Damage

CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.

When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).

The roundtime imposed by channeling cannot be reduced by haste effects.

Interactions with Other Spells

  • Call Swarm (615) will enhance the strength of the web. Messaging can be viewed here.
  • Arashan summoned with Minor Summoning (725) can add charges to area webs and take control over hostile webs (area webs cast by other characters/creatures). Multiple arashan can add to the same web.


Fire Spirit (111), Major Fire (908) and gold wands can be used on a web (both on a webbed creature and an area effect web) to set the webbing on fire. This does additional damage to the creatures ensnared in the web, but the web will dissipate quicker. Vials from immolation traps removed via Lock Mastery will have the same effect.

Because of the good chances for knockdown, webbing, or general stun from the bolt version of Web, it couples very well with Fire Spirit as a general hunting tactic. Web can be cast first until a hit is successful (owing to its lower mana cost), and Fire Spirit can then follow, typically with a much stronger hit for one or more of the above reasons. Of course, the same is true with the warding or area effect versions (although the mana cost will be higher), and a caster can choose the appropriate version of Web for the situation.

If one wants to dissipate a hostile Area Web, setting it on fire and sticking around might backfire.

The interaction with fire also makes Web particularly effective with fire flaring runestaves. A successful cast of the warding version will always web an appropriate target, where as the chance to web on a bolt cast will depend on the caster's lore training noted above. Any case where the spell results in the target becoming webbed and a fire flare occurs will induce extra damage.

Dispelling Web

Untrammel (209) will dispel webbing, both area and targeted. They can also be removed by the various dispels (such as Spirit Dispel (119) and Elemental Dispel (417)), although this is more recommended for area webs than other characters (who are assumed to have other active spells they would rather keep).

Adrenal Surge (1107) has a chance to release a webbed target from webs.

Alchemy-made fine opaline dust containing the Untrammel spell can be used with no Magic Item Use to dispel webs.

Troubadour's Rally (1040) has a chance when shouted to free a person trapped by a web, as well as other players joined to the Bard. Ranks of Mental Lore, Telepathy add to this chance.

Hunting Strategies

  • Use Area Web in swarms of creatures.
  • Web adjacent rooms for some added protection while foraging.
  • Use Web Bolt against flying creatures.


You gesture at a kobold.
Cloudy wisps swirl about a kobold.
  CS: +441 - TD: -22 + CvA: +20 + d100: +12 == +495
  Warding failed!
The wisps solidify into thick strands of webbing that tighten about her body!
Cast Roundtime 3 Seconds.
Area Web with fire
A monkey scampers in!
Moving forward, a monkey gets too close to the rippling, sticky web!
Dozens of silk threads spin into action, ensnaring a monkey!
A monkey is overcome by the heat of the burning web!
   ... 25 points of damage!
Back bursts into a spectacular display of flames.  Bet it hurts too.
The monkey is stunned!
The webbing around a monkey catches fire!
   ... 15 points of damage!
Burst of flames char abdomen a crispy black.
The flames surrounding a monkey continue to burn.

{10 seconds later...}

The flames surrounding a monkey flare up violently...
   ... 30 points of damage!
Extreme heat causes a monkey's left arm to expand and snap.  That must hurt!

{10 seconds later...}

The flames surrounding a monkey flare up violently...
   ... 30 points of damage!
Flames cook a monkey's back.  Looks about medium well.
The monkey falls back into a heap and dies.
The flames surrounding a monkey quickly die down.
Flaring Runestaff
You gesture at a gaunt spectral servant.
You shoot strands of webbing at a gaunt spectral servant!
   AS: +323 vs DS: +230 with AvD: +52 + d100 roll: +43 = +188
   ... and hit for 63 points of damage!
   Painful attack flays the leg from thigh to calf.
   New skin lies, snakelike, beneath the old.
   The spectral servant is stunned!
A gaunt spectral servant is firmly webbed in place.

 ** Your ebonwood staff flares with a burst of flame! **

   ... 35 points of damage!
   Your attack whistles right through the spectral servant's face.
The webbing around a gaunt spectral servant catches fire!
   ... 20 points of damage!
   Smash to the chest!
   Good thing there were no ribs there to shatter.
Cast Roundtime 3 Seconds.
Web Bolt
You gesture at a kobold.
You shoot strands of webbing at a kobold!
  AS: +386 vs DS: -37 with AvD: +44 + d100 roll: +67 = +534
   ... and hit for 224 points of damage!
   Strike to lower back stuns the kobold.
The kobold crumples to a heap on the ground and dies.
Cast Roundtime 3 Seconds.
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