Web

Level 2 Conjuration spell available to Sorcerers and Wizards. Covers a 4m radius in sticky webbing: Difficult Terrain that halves movement, and anything that fails a Dexterity save is Enwebbed and cannot move at all. It is also flammable. That second sentence is the reason to take it.

Spell description: Cover an area in thick, flammable webbing that can Enweb creatures within. An ally can use its Help action to try and tear away the webs.

Spell properties

  • Range: 18m (60ft)
  • Area: 4m (13ft) radius
  • Duration: 10 turns
  • Concentration spell
  • Save: DEX save
  • Conditions applied: Enwebbed. Creates a Web surface: Difficult Terrain that halves Movement Speed and is flammable.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Web at higher levels provides no additional benefits.

How to obtain Web

  • Sorcerer, Wizard at Class level 3

Source item: Scroll of Web

WEB

Level 2 Conjuration Spell

Cover an area in thick, flammable webbing that can Enweb creatures within. An ally can use its Help action to try and tear away the webs.

Range: 18m (60ft) Save: DEX save AoE: 4m (13ft) Radius Duration: 10 turns

SURFACE: WEB

Duration: 10 turns
AoE: 4m (13ft) Radius
Difficult Terrain. Movement Speed is halved. Flammable: burns away when exposed to Fire, dealing 1d4 Fire damage to creatures inside.

Condition: Enwebbed

  • The creature cannot move.
  • Its Attack Rolls have Disadvantage.
  • Attack Rolls against it have Advantage.
  • It repeats the Dexterity Saving Throw at the end of each of its turns.

When to cast Web

Web is the Wizard’s best control spell at this level and it competes with Hold Person for the best in the tier. The area is big, the save is Dexterity so it catches the heavy armoured brutes, and an Enwebbed enemy is stuck, Disadvantaged on attacks, and taking Advantage from everyone hitting it. Everything that walks into it afterwards rolls the save again.

Then you set it on fire. Web is a flammable surface, and a Fire Bolt or a Firebolt from your Sorcerer’s off-hand torches the whole thing for 1d4 to everything inside and burns the web away. Or you leave it up and let your archers work. Both are fine. The fire option is faster.

It works on everything: undead, constructs, beasts, the lot. When Hold Person bounces off the ghouls, Web does not. Lay it in the doorway before the fight starts and the entire enemy approach becomes a slow crawl through a sticky mess under fire.

It is Concentration, your own party cannot cross it any better than the enemy can, and if you are standing in it when someone lights it, that was your fault.

Looking for more spells? Check out our full sortable and filterable list of all BG3 spells in the database.

Spell properties

Level
Level 2
School
Conjuration
Casting resource
Action + Spell Slot
Damage type

Range
18m (60 ft)
Duration
10 turns
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Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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