Spinnerets

allows a creature to spin (and to spin  while phased). Having also makes a creature immune to getting stuck in other creatures' webs. Furthermore, it makes a creature immune to getting stuck in any substance (such as or ). Beginning to spin webs is a free action that does not take up a turn.

As the level of is increased, the save difficulty for other trapped creatures to escape the webs increases, as does the maximum weight that the webs can hold. Phased webs are slightly stronger than normal webs in this regard.

Formulas
The following formulas are used to determine various features of the mutation.

Advantages

 * Creatures that are stuck in a web are unable to move and, as a result, have a fixed DV of -10, making them very easy to hit.
 * It makes it far easier to kite hostile creatures, as it gives the player time to move away and pick them off with a ranged attack.
 * The immunity to becoming stuck makes fighting in an asphalt biome much easier, and makes travelling through one much less frustrating.
 * The ability to, while phased, create, allows constant harvesting of.
 * This can be cooked into a dish, allowing the player to become phased again or improving phasing-based effects.
 * This can be used in combination with Harvestry as an effective method of money farming.
 * The reputation bonus is enough to bring a player from "disliked" to "not cared about" by the arachnids faction.

Disadvantages

 * Relatively long cooldown.
 * Moderately high mutation point cost.
 * Most creatures are intelligent enough to avoid webs if they are not placed in choke points or other narrow spaces.