Web (118): Difference between revisions
CHANGELING (talk | contribs) (→Bolt:: warding version is guarded or defensive, neutral is bolt) |
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=== Area Effect: === |
=== Area Effect: === |
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The area version of Web allows the caster to cast Web, with no specified target, and it will create a large web throughout the room with a duration of 5 minutes or until its snare charges run out, whichever comes first. |
The area version of Web allows the caster to cast Web, with no specified target, and it will create a large web throughout the room with a duration of 5 minutes or until its snare charges run out, whichever comes first. Be aware that the duration is strictly following these two conditions only (except for interaction with fire—see below). Thus, unlike some other area-effect spells ([[Stun Cloud (1704)|Stun Cloud]], [[Death Cloud (1713)|Death Cloud]], [[Call Lightning (125)|Call Lightning]], [[Energy Maelstrom (710)|Maelstrom]], and [[Implosion (720)|Implosion]]), Web is not dissipated by the absence of the caster. This property makes Web exceptionally effective for various applications. The most obvious use is when hunting areas known to swarm with creatures, the caster may lay Webs around major junctions. Another such use is to Web adjacent rooms for some added protection while foraging. |
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A new web will start with 2 ensnare charges. But training in [[Spiritual Lore, Summoning]] will increase the numbers of ensnares charges by 1 at 5/15/30/50/75/105/140/180 ranks. A max of 10 total ensnare charges achieved at 180 ranks of lore. |
A new web will start with 2 ensnare charges. But training in [[Spiritual Lore, Summoning]] will increase the numbers of ensnares charges by 1 at 5/15/30/50/75/105/140/180 ranks. A max of 10 total ensnare charges achieved at 180 ranks of lore. |
Revision as of 03:20, 6 June 2012
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- General Information -
Web has three different versions of the spell:
Warding:
With warding, the caster attempts to ensnare a single target in sticky webbings. New, successful casts will stack the duration upon the target up to a max duration of 60 seconds. The target is also subjected to a 25 TD pushdown.
Upon failing the warding of a Web spell, the target will be webbed. The duration of the webbed status condition is dependent on how badly the warding was failed.
Area Effect:
The area version of Web allows the caster to cast Web, with no specified target, and it will create a large web throughout the room with a duration of 5 minutes or until its snare charges run out, whichever comes first. Be aware that the duration is strictly following these two conditions only (except for interaction with fire—see below). Thus, unlike some other area-effect spells (Stun Cloud, Death Cloud, Call Lightning, Maelstrom, and Implosion), Web is not dissipated by the absence of the caster. This property makes Web exceptionally effective for various applications. The most obvious use is when hunting areas known to swarm with creatures, the caster may lay Webs around major junctions. Another such use is to Web adjacent rooms for some added protection while foraging.
A new web will start with 2 ensnare charges. But training in Spiritual Lore, Summoning will increase the numbers of ensnares charges by 1 at 5/15/30/50/75/105/140/180 ranks. A max of 10 total ensnare charges achieved at 180 ranks of lore.
Encumbrance plays no part in the hidden spiritual TD warding roll generated when area webs trigger. When someone or something gets tangled in an area web, the max duration they will stay ensnared is 60 seconds.
Bolt:
The bolt version of Web, which only takes 9 mana to cast, becomes accessible once 20 ranks of Spiritual Lore, Summoning is achieved. Casting from any stance higher than guarded causes the bolt version of web to be cast at a single target, causing damage and the possibility of a knockdown. When the target is hit successfully there is also a chance that enough webbing is used to ensnare the target for a period of time.
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 |
As with all bolt spells, training in Spell Aiming increases the chance of the bolt hitting the target. Additionally, one may train in Spiritual Lore, Summoning to also 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 hit a like-level target. Over training will offset any additional level penalty.
The warding version can still be cast after this version is unlocked. To do so, one must cast the spell at a target in defensive or guarded stance.
Interactions with other spells:
Several spells interact with the Web spell.
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.
Call Swarm (615) will enhance the strength of the web. Messaging can be viewed here.
Dispelling Web
Untrammel (209) will dispell webbing, both area and targetted.
Alchemy-made fine opaline dust containing the Untrammel spell can be used with no MIU to dispell webs.
Casting a fire bolt or waving a gold wand at the area web will burn it, causing it to dissipate faster. Vials from immolation traps removed via Lock Mastery can be hurled at the web to burn it, as well.
External Links
- Minor Spiritual Spell Circle: Web, on Play.net