Saturday Spell-Glide

GlideThere it was, Milpuent town. Liam didn’t fancy the hike down to it from this peak. Neither did he have the time, it seemed. From his vantage point he could see the orcs already marching up the river valley. He’d rested too oft on his climb over the mountains. No matter he could make it up with this spell. Casting upon himself, he leaped from the peak, soaring swiftly toward the town. He’d arrive in time to warn them what he’d seen and be of some assistance.

Though Mind Weave magical flight rules can’t do anything to imitate the glide mechanics for monsters, as seen in Gargoyles, we can take an approach that falls somewhere between feather fall and flight. The purpose of this could either be to get something like flight that lasts longer or to get extra horizontal speed when intending to descend anyway. I’m going to do the second and leave the first as an exercise for the reader. 😉

First thing to remember is the 16 DoP limit to encharge spells. Then, for spell point efficiency, I’m going to use half fingers, something we discussed as an engineering aspect of the Magic System. Though he’s in a bit of a hurry, I think a few more seconds casting is worth the extra glide speed.

Right Hand:

Order (Full)

Left Hand:

Ros (Travel Radius): Wind (Half), Chaos (Half)

Oh (Wind Arc):

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

Oh (Wind Arc):

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

Oh (Wind Arc):

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

Ros (Travel Radius):

saying “on (x2), wu (empower self), juo (encharge)”

Alright, on to the engineering, we have 1167 mph of wind to work with, and if he has as much as 10 bonus DoP (level 6 Spell Casting, normal for a standard level 5 magic-user) then we can double that for 2334 mph. We need between 115 and 120 mph of lift on each charge, depending on how safe we want the landing. We can have 4-16 rounds of gliding, 32 max if we use bonus DoP here. Since the glider will reach top speed in 5.7 seconds, under 3 rounds, there is a definite inflection point where adding more speed is better than adding more duration, especially since each round of duration takes 115-120 mph from the total speed we have to distribute (and only a minor improvement to speed by increasing power retention 0.5-2.5% per DoP up to a total of 7.3% for 6 bonus DoP, whereas each DoP of extra wind speed increases the total speed by about 10%, i.e. 91.2% vs 98.9% is less an improvement than 91.2% vs 145.9% for the same 6 DoP).

Therefore, we choose to double our wind speed and make it last long enough to glide a while at top speed. We also need to take into account how far we need to descend to land before the spell ends. For simplicity, I’ll assume the descent is around 500 feet and go with a descent speed of 15 feet per second over 32 seconds. We’ll need to purposely descend a little using our control speed. This gives us 16 rounds with 145.9 mph each for a top speed of only 30.9 mph, a flight distance of about 3/4 miles. Well, I guess that’s enough to get to the base of the mountain and then run the rest of the way to town. A more reckless glider might have a shorter, but much faster, flight at only 10 rounds, most of it at 118.4 mph for a horizontal distance of a mile and a half. This would necessitate using some of the speed for diving at some point, early enough that drag and the upwind slows you down. It could be done, and it gets you there several minutes faster. Either approach avoids an arduous hike, cutting most of the travel time.

The spell as written costs 176 SP, it takes upwards of 10 seconds to cast for casters without agility.

Did you like seeing the construction of a situation specific spell? It demonstrates the purpose of the Mind Weave spell system. Suggest them below and we might get to them on a later Saturday.

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