Spell is poorly written or completely broken. It also nullifies the entire existence of earthbind, another 2nd level spell intended to pull flying creatures to the ground, except that earthbind does it safely.
Well there is a save (dex) which most dragons are proficient in, also legendary resistances would help a lot. And fall damage is capped at 20d6 (so 120hp of max damage) so even a young dragon should survive the fall.
I do agree with your point about Earthbind though.
I mean, it doesn't seem like it would do anything to a flying creature unless it's between points you can string the web across; if it falls, then it will perforce end up on the ground rather than occupying the creature's space, thus it can't affect the creature since the conditions to trigger are either "enter the space" or "start a turn in the effect", neither of which is covered by "webs fall around it on the way to the ground".
Spell is poorly written or completely broken. It also nullifies the entire existence of earthbind, another 2nd level spell intended to pull flying creatures to the ground, except that earthbind does it safely.
Well there is a save (dex) which most dragons are proficient in, also legendary resistances would help a lot. And fall damage is capped at 20d6 (so 120hp of max damage) so even a young dragon should survive the fall.
I do agree with your point about Earthbind though.
Web might bring a flying creature down to the ground but not keep it there. Lets say the dragon is out of legendary resistances flying at 50ft and fails the save.
Web, dragon falls to earth doing 5d6 damage (average 17.5) and is restained it can use its action to attempt to get out (eg strength check, blow fire on itself) if it succeeds it can fly back up again, even if it fails to get out of the restraint it is free at the start of the casters next turn
Earthbind the dragon falls to earth gently, doing no damage, it is not restrained however unless it can end the spell (dispel magic or breaking the casters concentration) it is unable to fly for a minute.
In my last session I used earthbind on a dragon very successfully, once we had burnt through the legendary resistances it was unable to fly out of melee range of the melee party members greatly and it was unable to fly away when things started to turn in our favour. With web if the dragon goes straight after the caster, all it is likely to do is use up the dragons action to get rid of the condition.
That doesn't even mention if the dragon is 80ft up unless the caster can fly web isn't going to do anything (earthbind has a range of 300ft).
Web is a great spell and overall a better spell than earthbind. However earthbind is a situational spell and in that situation where you want to stop a creature flying, it does a far better job than web.
Your turn: You cast webin the air ona dragon or other flying creature that can't hover. Since the webs isn't anchored, it collapses on itself.
Dragon turn: When it start its turn in the webs, it must make a Dexterity saving throw. On a failed save, the creature is restrained. With a speed reduced to 0, it falls immediately dropping the entire distance, taking 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6 and landing prone at the end. It can use it's action to make a Strength check and break free otherwise it remain restrained and prone, unable to move.
Your turn: The webends at the start of your next turn....
If the flying creature is intelligent enought to know how webworks, on its turn it could instead get ready to move when it ends. and thus stand up and fly away as a reaction at the start of the caster's turn.
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And falling damage is capped at 20d6, iirc, no matter how high it is over 200’
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Well there is a save (dex) which most dragons are proficient in, also legendary resistances would help a lot.
And fall damage is capped at 20d6 (so 120hp of max damage) so even a young dragon should survive the fall.
I do agree with your point about Earthbind though.
I mean, it doesn't seem like it would do anything to a flying creature unless it's between points you can string the web across; if it falls, then it will perforce end up on the ground rather than occupying the creature's space, thus it can't affect the creature since the conditions to trigger are either "enter the space" or "start a turn in the effect", neither of which is covered by "webs fall around it on the way to the ground".
Web might bring a flying creature down to the ground but not keep it there. Lets say the dragon is out of legendary resistances flying at 50ft and fails the save.
In my last session I used earthbind on a dragon very successfully, once we had burnt through the legendary resistances it was unable to fly out of melee range of the melee party members greatly and it was unable to fly away when things started to turn in our favour. With web if the dragon goes straight after the caster, all it is likely to do is use up the dragons action to get rid of the condition.
That doesn't even mention if the dragon is 80ft up unless the caster can fly web isn't going to do anything (earthbind has a range of 300ft).
Web is a great spell and overall a better spell than earthbind. However earthbind is a situational spell and in that situation where you want to stop a creature flying, it does a far better job than web.
Here's how i would rule it and the play unfold:
Your turn: You cast web in the air on a dragon or other flying creature that can't hover. Since the webs isn't anchored, it collapses on itself.
Dragon turn: When it start its turn in the webs, it must make a Dexterity saving throw. On a failed save, the creature is restrained. With a speed reduced to 0, it falls immediately dropping the entire distance, taking 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6 and landing prone at the end. It can use it's action to make a Strength check and break free otherwise it remain restrained and prone, unable to move.
Your turn: The web ends at the start of your next turn....
If the flying creature is intelligent enought to know how web works, on its turn it could instead get ready to move when it ends. and thus stand up and fly away as a reaction at the start of the caster's turn.