Yeah, this was my biggest thought on this series of weapons since they are previewed. Unrealistic to get regularly get the conditions where the weapon is even usable, and even when it is, it fizzles out as the battle continues, making it kind of a bad choice to bring most the time anyways. That, and it being scatter damage based, making it scale extremely poorly already. It might have seen more use if it was (color) allies instead of (color) enemies… extremely hard to use in most cases, yes, but still something you could form a consistent strategy around in some situations, like with potions.
I honestly don’t even think it would be that overpowered if it were “(color) allies and enemies” and still had a x6 boost ratio… that pretty much isn’t going to get seen on the player side outside of full brown defense on brown guild wars days, where you’d be giving up an empowered advantage on defense. Hell, we know its possible to limit spawns based on conditions, it could easily be “Create a mix of 6 (color) gems and skulls for each (color) ally or enemy (max 24)”. All things considered, that still pretty much makes each of them just a bootleg Wild Queen except for the ones that happen to get good affixes because it was “thematic” for their color… and by the looks of it, each gets exactly one status affix, so green and blue look ok, because the mitigate the inevitable catastrphoic miss, but thats about it.
As for the Stone affix, yeah, it was probably a mistake, considering the other doomed tomes in the spoiler data all have a very cookie cutter progression and each have storm upgrades in the 9/10 spot, and all these storm upgrades are named similarly (eg., light, dark, leaf, fire, ice) so it is very easy to see how whoever was in charge of locking this in selected “Stone” instead of “Dust”. But its probably “too late” to correct.