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Name: Web
School: Conjuration (Creation)
Spell Level: Blc 2, Sor/Wiz 2, Wlk 2
Components: VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components., SomaticIcon tooltip.pngSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., and MaterialIcon tooltip.pngMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing. The metamagic feat Eschew Materials and some enhancements in Draconic Incarnation can remove this restriction.
Spell Point Cost: 15
Metamagic: Quicken, Eschew, Heighten, Enlarge, Embolden
Target: Foe, Positional, Breakable
Range: Standard AOE
Duration: 30 seconds
Saving Throw: Reflex save negates, Strength check every 2 seconds to escape
Spell Resistance: No
Cooldown: 7 seconds (Wiz), 3.5 seconds (Sor)


Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs.

Enemies in the web’s area must make a Reflex save. If the save fails, the creature is Entangled and can’t move until they either make their Strength check, or the duration expires. The Reflex save must be repeated each time a creature enters the web.

Enemies that make their save gain 6 seconds of web immunity, but after that will need to make a new save if they leave and re-enter the web. The buffs Freedom of Movement and Fire Shield will make you immune to this spell.


Some examples of creatures that are immune to this spell:

When a Player Character is subject to Web, failing the Reflex save means you cannot take actions. Other players may release you by burning the Web itself. (Fireball, Burning Hands, and most other fire spells work.)