* Restricted: Spider Cultists who demonstrate a need for it only

4. Electric Web

J'Ungol Cycle (Non-Standard)

BTS: 62% (Co)

ULT: 44 hours

Materials: a metal pointer (such as a needle or spear)

Actions: make a weaving motion with Materials, pointing it to indicate where Web is targeted within Radius

Effect of Throw:

1 to 13 No Effect

>=14    Lightning Damage (d6s) = (T-13)/3 FRD 

No. of Charges: n    -5(n-1)

Web Strength: 5+s    -3s

Duration of Web: permanent, until Web destroyed or decays naturally

Duration of Charge(s): 4t hrs    -t(t-1)/2    or until triggered

Range: 10d ft -d(d-1)/2

Radius: 5r ft -r(r-1)/2    as a spider web, draped horizontally over ground / objects in Radius like a blanket.  Where there are trees / walls to either side but within Radius, Caster may specify the Web is to appear vertically, like a wall.

Notes:

  1. Electric Web creates a Web which is electrically charged, and will discharge when disturbed (including by the passage of incorporeal / Gaseous Beings), doing 1 sec of Lightning Damage to all Beings touching it.
  2. The Charges are a Lightning Effect.  Lightning-Vulnerable Beings take double damage from it (multiply the result of the d6 by *2 before rolling the first st).
  3. A ST against the Lightning Damage halves the damage taken (FRU: e.g. 5 is halved to 2), and a further ST may then be made to halve it again. Once a ST is failed, the Target takes the remaining Lightning Damage. The min ADS of any non-metallic armour that covers the majority of the body subtracts from the damage taken. All damage taken is general damage.
  4. The discharge flashes with LI 1 per d6 up to a maximum of Li4 and an audible buzz.
  5. To the casual observer, Electric Web looks like an ordinary Web, but close inspection by Spot Details or Hear Noise will reveal a faint sparkling and crackling (DL1 on either).
  6. The Web is like a Giant Spider's web.  Spiders and Beings (such as Spider Cultists) with Web Walk are not caught in it, and may use it to move about.  Other corporeal Beings caught within the Radius when Cast horizontally are automatically caught in the Web (no saving throw).  Those on the edge of the Radius have a 50% chance of being caught in Web of half Web Strength.
  7. Web Strength is the amount of DAM that must be done by each Being caught to break free.  The DAM must be done with a cutting weapon or attack mode (e.g. Sword, Axe, Claw, Bite).  Other methods (e.g. Mace, Spear, Butt) do only half damage for this purpose.  The DAM is done by taking AMR as normal, automatically hitting the Web, and just rolling normal DAM.  Ranged Weapons do not damage the Web (but can damage those caught in it).  Each attempt to break free will cause Electric Web to discharge.  Staying totally motioness within it will not cause it to discharge.
  8. Those caught in the Web take a minus to both D & RD of current Web Strength less the DAM they have done so far to break free.  Doing them DAM with melee weapons is likely to help them break free, but will also result in the attacker taking the effect of any discharge caused, even if he is not touching the Electric Web.
  9. Breaking free clears a path through the Web that may be followed by others, counting as only half Web Strength for the next to break free, and half again for the next, etc.
  10. Once the Web has taken 2 * Web Strength in DAM, it is destroyed.
  11. Pass Through Overgrowth is ineffective against Webs (as it only passes through vegetables).
  12. Fire and Acid do double damage to Webs (which are Fire Vulnerable), although they do not catch fire.  They are unaffected by Cold.
  13. If a discharged Electric Web is hit by Lightning it will recharge with one charge, up to a max. of the Lightning Damage taken or that given by T.  The max. no. of charges that can be held is equal to No. of Charges specified.
  14. The Web does not significantly obscure visibility.
  15. Webs are sticky, and may be used to stick things together / to the ceiling, etc.  However they are not precisely targeted.  Nor may the Web Spell be used to produce single strands.  Web Weave Spells and effects (generally restricted to Spiders and Spider Cultists) are required to spin Webs accurately.