Web (118)
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There are three different version of the Web spell: Warding, Area, and Bolt.
Warding
In the default version of the spell, the caster attempts to ensnare a single target in a sticky web. The target will be subjected to a 25 target defense (TD) pushdown, and successful casts will result in the target being webbed.
Successive casts will stack the duration upon the target up to 60 seconds. The initial and added durations of the webbing is dependent upon the warding failure(s).
- Usage
- 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
Area Web
The area of effect version of Web allows the caster to open cast Web and create a large web throughout the room with a duration of 5 minutes or until its snare charges run out, whichever comes first. The duration strictly follows the two conditions except when the web interacts with fire (see below), and is not dissipated by the absence of the caster, similar to Grasp of the Grave (709). It has a chance to trigger when a foe exits or enters the room, as well as whenever an attack is attempted. If cast by a player, it is always player-friendly with regard to movement, but only group-friendly for attacking.
A hidden spiritual TD warding roll is generated when an area web triggers. 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.
A new web will start with 2 ensnare charges and training in Spiritual Lore, Summoning will increase the numbers of ensnare charges as described below. One can tell how many charges are left in an area web from its descriptor (see chart below).
- Usage
- 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
Web Bolt
Web Bolt costs 9 mana to cast and is unlocked with 20 ranks of Spiritual Lore, Summoning. It is cast using EVOKE, causing damage following the unbalance critical table, and the possibility of a knockdown. When the target is hit successfully there is also a chance to ensnare the target in a web for up to a minute. As with all bolt spells, training in Spell Aiming increases the caster's attack strength (AS), and the spell may be CHANNELed.
- Usage
- 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 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.
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.
Damage Factor Bonus
Training in Spiritual Lore, Summoning increases the spell's damage factor (DF) according to the table below (bolt version only).
Summoning
Lore RanksDamage Factor
Increase1 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.
- 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
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).
Alchemy-made fine opaline dust containing the Untrammel spell can be used with no Magic Item Use to dispel webs.
Hunting Strategies
- Use Area Web in swarms of creatures.
- Web adjacent rooms for some added protection while foraging.
- Use Web Bolt against flying creatures.
Messaging
- Warding
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. Dimples! 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.