Maybe something like this: get_parent().get_node("SpiderColl").disabled = true? It might not be the best way to handle it, but it might work in a pinch.
You could also try something like this, for a little more flexibility at the cost of some additional complexity:
Extends Button
export (NodePath) var path_to_collision_shape = null
var _parent_collision_shape
func _ready():
if (path_to_collision_shape != null):
_parent_collision_shape = get_node(path_to_collision_shape)
# example: disable the collision shape
_parent_collision_shape.disabled = true;
else:
print ("ERROR: you need to assign the NodePath to the collision shape in the Godot editor!")
Hopefully this helps!
(Side note: welcome to the forums)