Saturday Spell-Hail of Stones

The Commander raised a hand to stop the platoon as a scout returned.

“Sir, group of skeletons ahead.”

“Right, position yourselves, men.  Mage, hang back and prepare to heal.  We’ve seen how ineffective your fireballs are.”

Fuming, the mage followed the group closely.  “I’ll show you I can cast more than just fireballs.”

Hail of Stones uses the falling rules and the ability to create rocks to attack a target area indirectly.  The blunt damage it produces is ideal for enemies with low blunt armor, like HailOfStonesskeletons.

Right Hand:

Neta (Nature Radius): Earth (Full)

Ya (Earth Arc):

Ya (Earth Arc): Earth (Full)

Neta (Nature Radius):

Left Hand:

Dain (Occult Radius): Wind (Indirect), Chaos (Indirect)

Oh (Wind Arc):

Oh (Wind Arc): Wind (Indirect), Chaos (Indirect)

Dain (Occult Radius):

saying “on re gruo”

Power syllables are important to battle mages.  Without them, the only way to add power is to add more time to the spell.  With the “on” syllable, the cost is doubled, but the power is also doubled, so efficiency is maintained.  More powerful syllables result in reduced efficiency.

With a total range of 48 feet (to the center of the rock cluster) the mage can put it 34 feet above the target from 34 feet away.  If he get’s closer, say 20 feet, he can get the rock cluster 43.6 feet above the target for some additional damage.

Now let’s talk about how much rock we get.  Before the Chaos (Indirect) changes things, we’ve got 6d6 cubic feet of dirt.  Using the special volume/AoE rules from Mud Pit and with 4 DoP of AoE, we could produce a clump of dirt 6d6/4*AoEMax thick above the effected area.  Now let’s make it stone.  The last time we dealt with creating stone was the Stone Wall spell.  We divide the volume by the hardness we want.  For full damage we’ll pick a harder stone than limestone with a hardness of 10.  We’ll leave the rocks brittle.

For maximum damage, we’d like stones the size of a person, but we have a better chance of hitting dodgers with multiple smaller stones in each region.  Let’s choose spherical rocks a foot in diameter, about 1/2 a cubic foot each.  Our spell would drop on average 4.2 rocks per square foot near the center of the target area, at least 2 rocks per square foot up to 7 feet from the center, and 1 rock per square foot up to 13 feet from the center.  Smaller rocks would fall in meaningful sizes 25 or maybe 30 feet from the center.

These rocks would pummel anything the the region with a base (3.4)d16 falling damage (if dropped from 34 feet) per rock.  Their small size reduces damage by about half.  This means each rock deals on average 14.45 damage.  With a wide area hit by the rocks, they can be very difficult to dodge.  Multiple rocks mean a stationary dodge is not very plausible.

The spell cost is 176 SP.  It has a casting time of 12.67 seconds for a right-handed caster with no Agility and 15 Dexterity and  11.33 seconds for a similar left-handed caster.  This is a bit long for a spell mid-battle, but could be short enough for opening an ambush.

Would you use a spell to deal damage indirectly like a hail of stones? Would you try just a sheet of rock or dirt?  Any spells you’d like to see done in the Mind Weave system? Tell us below and we may do it in a coming week.

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One Response to Saturday Spell-Hail of Stones

  1. Pingback: Saturday Spell-Ice Squall | Mind Weave Role-Playing Platform

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