This article is about the spell. For rock types of materials, see Rock (Material).
Rock is a spell that summons a sizeable rock at the tip of the wand. This rock obeys gravity and can deal heavy damage to enemies if it collides with them. It can be kicked by you.
It has 3 charges. The Unlimited Spells perk does affect this spell as well.
The Geomancer archetype from the official class mod starts with a wand with this spell as Always Cast, giving you an unlimited amount of them.
The spell in its normal incarnation is tricky to use, but fun. Unfortunately, only 3 charges means it doesn't last more than a few moments.
You can combine this spell with other projectiles to have them impart their velocity into the rock, flinging it forward at great speeds. This is most easily done with Burst of Air but also works with any projectile that has an explosive effect, like Energy Orb.
Combine with Homing and Burst of Air to get an extremely potent trick kill weapon
Enemies killed with the rock count as trick kills and drop double gold, just like when you kill enemies by kicking barrels, minecarts and other items at them.
With a wand that has an always cast of Summon Rock, it can become an incredible movement tool. Summon it at your feet and you can use it to jump off of and travel infinitely.
When combined with the Horizontal Path modifier, the rocks generated can float in the air for use as a platform that lasts a very long time (They do fall, but at an extraordinarily slow pace).
With the Bombs Materialized perk, the Rock spell can be held and used directly from item slots.
Shooting a rock with a trigger projectile duplicates the payload similar to a temple statue.
Combining it with a Water Trail can quickly flood entire areas by kicking the rock around. Combined with the Breathless perk, this can be weaponized by drowning enemies.
Trigger Duplication
Just like how Holy Mountain temple statues duplicate trigger payloads when they are shot, rocks do too.
This allows for interesting wand builds that duplicate spells at the cost of triggers.
The following wand build demonstrates how stacking triggers exponentially increases the number of projectiles.
As there are 11 Spark Bolts With Timers and the Plasma Cutter beams are split into two groups by the triggers, we expect a damage increase by a factor of .
Each additional trigger will dramatically increase lag. It is recommended to stay at 6 triggers if possible.
The damage increases by a factor of a thousand by using trigger duplication on a rock.
Any trigger can be used to duplicate the trigger payloads, but triggers that are less destructive on collision with the rock are heavily preferred for longer chains of triggers.
The first trigger can be omitted if safety isn't a concern, and timers are the preferred type of trigger for both the delivery of the rock and the trigger chain. Using a Long-Distance Cast is the most consistent rock delivery method.
The following triggers can be mixed and matched inside the trigger chain:
Spitter Bolt With Timer
A short-lived magical bolt that casts another spell after a timer runs out
Large Spitter Bolt With Timer
A more powerful version of Spitter Bolt that casts another spell after a timer runs out
Giant Spitter Bolt With Timer
The most powerful version of Spitter Bolt that casts another spell after a timer runs out
Spark Bolt With Timer
A spark bolt that casts another spell after a timer runs out
Spark Bolt With Trigger
A spark bolt that casts another spell upon collision
Spark Bolt With Double Trigger
A spark bolt that casts two new spells upon collision
Magic Arrow With Timer
A magical arrow that casts another spell after a timer runs out
Magic Arrow With Trigger
A magical arrow that casts another spell upon collision
Energy Sphere With Timer
A fast, arcing projectile that casts another spell after a timer runs out