Baldur's Gate Wiki

The Web spell creates a mass of sticky strands that resemble spider webs.

Description[]

A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.

— Web

Gameplay[]

The caster applies this spell to an area map only - by designating the desired center point of the spell's AoE on the map with the cursor and then clicking/selecting it to denote the spot.

Upon completion of the casting a projectile will speed to the designated spot, and the then rapidly expands in a 15-foot radius, remaining for the spell's duration.

A text is displayed reading "Web", as well as a sound effect.

The webbing is rendered on the map with a 3D graphic effect.

Any creature within the webs is allowed a Saving throw versus Spells (with a 2-point penalty) to resist the sticky web strands. This saving throw is made each round that the creature remains in the area of effect.

If a creature fails their saving throw, then they are affected by the gluey fibers and exposed to a Paralyze and Webbed status effects simultaneously, lasting for 7 seconds.

Any creature affected by the web has a webbing graphic rendered over their sprite and is made immobile and Helpless, and a text is displayed reading "Held".

A player character affected by the spell will show an icon (No. 129) titled "Webbed" on their portrait for 7 seconds.

This dynamic will repeat each round a creature is within the area of effect. with a new saving throw chance available the next round of exposure - when a previously webbed creature successfully makes the saving throw, they break free of the web and may now move and act as normal.

When the spell expires, the web zone disappears from the map.

See the notes section below for various defenses and preventive actions that can mitigate this spell's effects.

This spell can't be removed from the battlefield and must run its course.

This spell won't make innocent or neutral creatures hostile, the same as the Entangle spell, however other spells such as Grease do cause a hostile reaction. There is an inconsistent application of this dynamic throughout the game. Each spell will either be flagged as "hostile" or not.

Notes[]

Webbed creatures are under paralyze (opcode 109) and web (157) effects, becoming immobile and their AI scripts stop running. Affected creatures enter a Helpless state. Physical attacks against the "Helpless" creature bypass the attack roll, which also bypasses critical hits/misses, hitting automatically, but are still subject to magical defenses such as stoneskin, mirror image, protection from normal/magical weapons/etc.

Multiple web spells can be cast and occupy the same area - each web zone acts independently from the other even when layered atop another or overlapping.

Web is a good spell to use in combination with ranged damage and damage over time (poison, disease, clouds). It can also be used to cover a retreat, especially against hasted creatures. Another useful tactic is to cast web to prevent interruption of long casting spells like Insect Plague. Lastly, in can be used in conjunction with immunity to being Webbed (Free Action, Avenger's spider form, Spider Spawn spell...) to attack enemies while they're affected.

On the receiving end, the best defense is prevention (see the status effect for details). Second best is a good saving throw and finally increased movement speed, so that one is able to leave the area of effect between checks. Note that flying creatures like a Wyvern are not affected by web. Thus, remaining in a web while a wyvern attacks repeatedly to apply its poison attack is very hazardous.

Defenses:[]

Where to obtain its scroll[]

The Black Pits[]

Sold by[]

Baldur's Gate[]

Sold by[]

NOTE: This list is incomplete. You are encouraged to complete it.

Treasure[]

Tales of the Sword Coast[]

Dropped by[]

Sold by[]

Treasure[]

Pickpocket Dushai

Shadows of Amn[]

Dropped by[]

Random treasure only.

Sold by[]

NOTE: This list is incomplete. You are encouraged to complete it.

Treasure[]

Throne of Bhaal[]

The spell is only dropped or found in containers as part of Random treasure.

Sold by[]

The Black Pits II: Gladiators of Thay[]

Sold by[]

Trivia[]

The Web spell exists as far back as the original D&D PnP game and was further revised/explained in the 2nd Edition ruleset. The 2E PnP spell version differs in several ways from the spell's implementation in the BG video game. For instance, the web's sticky masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, etc. — or the web collapses upon itself and disappears.

The web spell covers a maximum area of eight 10-foot x 10-foot x 10-foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.

Missile fire is generally ineffective against creatures trapped in webs - which is not the case in the video game spell version.

There are provisions about breaking free of the webs if the saving throw is successful based in part by the victim's strength or mass - and there are special rules for burning through webs, which are very flammable.

Gallery[]

Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising its effects, saving throw and school. See below for description:
Web
Level: 2
School: Conjuration
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: 20’ radius
Saving Throw: Breath negates

A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 20 feet in radius. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Creatures that make a successful saving throw vs. breath can move at half speed through the area but must make additional saving throws each round they remain in the area of effect. A failed saving throw means the creature is stuck in the webs, unable to move for that round. Incorporeal and flying creatures are unaffected by this spell, as are spiders and exceptionally large and strong creatures who suffer little to no distress from the webs.

Note:The SR web spell version is unaffected by magic resistance. Web won't affect Beholder, Dragon, Elemental, Ettin, Giant, Shadow, Spectre, Spider, Wraith or Wyvern race/creatures. It cannot be removed with dispel magic. This spell is flagged as "Hostile", and can cause neutral creatures to turn hostile, unlike the base game's spell.

Sources & references[]

  • Various founding & clarifications from kjeron

External links[]