The exhaustion spell type hinges on the idea of using the Zo Arc’s advanced ability to fatigue a target. This application of power can also arguably be extended to the death finger when used in conjunction with this arc. The result is to increase the target’s fatigue significantly, making them less able to reliably contribute to the battle by raising their Probability of Resignation (PoR) depending on their Morale and Will.
Sar (Evil Radius): Wind (Indirect), Death (Full)
Zo (Negativity Arc):
Zo (Negativity Arc): Wind (Indirect), Death (Full)
Zo (Negativity Arc):
Ku (Physical Radius): Wind (Indirect), Death (Full)
saying “on do grai jai”
This is not a fast spell, you can see in the drawing how I needed to put some meat shields in front of the mage to make it make sense that he had time to cast this involved of a spell. However, against a powerful enemy, it may be the the most effective contribution to the battle. The situation I am about to describe may seem a bit contrived, but it is really the kind of threat that could arise in Mind Weave.
Two knights and a mage encounter and orc warrior (fighter or berserker) wielding two axes. They engage him and the knights fight primarily defensively while the mage casts. The mage finishes his first spell, and the orc dodges it. He’s hardly encumbered and has a lot of Agility. The knights begin to fight more aggressively, seeing the mage miss, and find that the orc easily dodges them, and that fighting aggressively they begin to tire and take damage. The orc dodges another spell (or, if the mage included tracking components gets hit by it, but shrugs the damage off), and the mage changes tactics.
He decides to cast this exhaustion spell. With the order (indirect) above, he can give the spell a required dodge value of 37, difficult to dodge even for a target with Agility XII. He could do this for any spell, but that would only deal damage, and the orc has plenty of health. By exhausting the orc, he can expose him to attack from his allies and stop him attacking.
The exhaustion components of the spell are worth 2x(9d6) Fatigue for an average of 63. For a character no Will and Morale at 100%, Fatigue translates directly to PoR, meaning this spell increases the chance that the orc will be unable to attack on a given turn due to fatigue by 63% on average. With a range of 48 feet, it can be safely cast outside of the orc’s charge and attack range.
The spell has a cost of 176 SP and would take Mickael Dorbocker (left-handed with 15 Dexterity, Agility I, and Second Hand I) 6.05 seconds to cast. Despite its high cost and long casting time, it could have a devastating effect on the enemy and is a valuable spell.
The best counter on the part of the orc in this situation is to use Rage to ignore the effects of fatigue for a few turns, if not long enough to crush the enemy, then long enough to flee.
Would you use your magic to make another more effective? As an archer, would you get magic to use a spell like this? Any other spells you want to see? Suggest them below and we might get to them on a later Saturday.