Thursday, March 9, 2023

It's Never Just a Mannequin (Metatron Spell List)

The Goals of the Company as laid out in its Founding Charter:

    First: to maintain peace and security; to that end, to take effective measures for the prevention and removal of threats to the peace, and for the suppression of breaches of peace, and to bring about, in conformity with the principles of justice, final settlement of situations which might lead to such breaches.

    Second: to achieve international co-operation in solving international problems of economic, social, cultural, or humanitarian character, and in promoting and encouraging co-operation without distinction as to race, sex, language, or religion.

    Third: to be a center for harmonizing the actions of all people in the attainment of these common ends.

Source: I have no fucking clue. What is this? Where did I get it?


    The Metatrons are sadly not played as often as I'd like. Perhaps they're a little too "out there", a little too "weird", a little too "cool", a little too "original", a little too "brilliant work Michael, you're a genius". People have been saying that.

    Anyway, over the past couplea years (holy damn it's been three years since 2020) I've thought of a few more Metatron spells (they're called "procedures", and their magic dice are called "memory dice" because I'm a freak like that). The theme to the Metatrons, their "vibe" if you will, is common schizophrenic delusions, gangstalking tropes and CIA conspiracies come to life. I guess it's a good sign that I wrote the first 12 procedures in an afternoon and the next 12 over thirty-six months.

    Thanks as always to the friends of the blog, who you can find on my sidebar over there ->. Not all of those people are my friends, but they're all good blogs. It's four in the morning and I have to wake up in three hours to drive to work because I am an adult

d12 Metatron Procedures:
  1. Bixby's Mouth
    R: 200' T: an unoccupied space big enough to fit a horse D: [dice] minutes
    You create a hovering, ethereal, and faintly-luminescent mouth in the target area resembling your own jaws, teeth and lips but an order of magnitude larger. The mouth moves through the air at walking speed. You control the mouth by moving your own head and craning your neck; doing this in combat completely occupies your turn. At the end of the duration, or if the mouth leaves the range of this spell or reaches 0 HP, it vanishes with a pop.
    The mouth has AC as plate armor, [sum] hitpoints and a strength bonus equal to [dice]. It can bite as a massive weapon, can fly while carrying an object as or less heavy than a child, and is capable of fine manipulation with its lips (of e.g. handles of doors and pages of books).
  2. Cloudkill
    R: 200' T: a sphere 20' in radius D: [sum] minutes
    Target volume is filled with thick, obscuring yellow fog. The fog deals [dice] damage every breath to creatures inside it. Creatures passing through or attempting to escape the fog must save or become turned around and confused. Creatures that die in the cloud have their teeth removed and destroyed, their fingerprints burned off, and their faces badly bruised.
  3. Teleport
    R: 10' T: an empty space large enough to fit an elevator car D: one minute.
    Target space is filled with a large metal frame with sliding steel doors. Passing through the doorway takes you to another point of your choosing in the same region (town, county, hex) at 1 [die], same country at 2 [dice], same continent at 3, anywhere in the world at 4, or anywhere not in the world at 5 [dice]. You pop out of an identical door. Different people can pass through the same door but go to different places.
    Passing through the doorway is very dangerous, because you are moving through the mouth, digestive tract and anus of something very large and very hungry that very much wants to eat you. It's a good idea to occasionally feed it a human body, just to keep on its good side.
  4. Grease
    R: 60' T: a [dice]*5' square D: [dice] minutes
    If cast on an area, creatures that attempt to move across it must save or be forced to continue moving until they collide with something or the duration ends. They are fully aware this is happening, and may call for help, but are unable to stop themselves of their own volition.
  5. Passwall
    R: 5' T: a wall less than [dice]*10' thick D: one minute
    You flash your I.D. and step through a fire exit, employees-only door or maintenance passage. It takes you and anyone who wants to follow you through the wall unobtrusively. Don't worry if you don't think you're carrying I.D; you are. Don't worry if you don't see a door; there will be one. It won't be there when you look again. We put them in every wall just in case we need them.
  6. Mage Armor
    R: touch T: a creature D: one hour
    [dice] other illusory bodies sprout from the target creature. An attack against the creature has equal odds of hitting the real body or any of the illusions, which disappear in a shower of illusory gore when they are struck. An area-of-effect attack, such as a dragon's breath, immediately destroys all the illusions.
  7. Seen Servant
    R: n/a T: n/a D: [dice] days
    You summon a ghastly assistant to help you with your work. It appears human, though it lack a face, can speak any language you can, and fake any other badly. You are nominally its master, but it is intelligent enough to reinterpret your orders, and it often prioritizes tormenting dogs and children over discretion.
    The servant moves veeeeery slowly while in view of others, though (like a spider) it seems to be able to either teleport or sprint silently while unobserved. It is slightly better than you in every skill, check, test or vital statistic — take your character sheet and add 1 to every number. At the end of the duration, or upon reaching 0 hitpoints, the servant dries up and lies on its back with its limbs crossed, providing [dice] rations of chewy protein.
  8. Fly
    R: touch T: up to [dice] creatures D: [sum] minutes
    Name a point while touching target creatures. They are carried far into the air, then move (at about crowd-surfing speed) towards the point. When the spell ends, or when they reach the point, they are lowered safely to the ground. If they are wearing tight clothing, the prints of large six-fingered hands are visible on their bodies for the duration
  9. Control Weather
    R: n/a T: the invisible weather-controlling machine in the sky D: one week
    You make contact with the invisible weather-controlling machine in the sky. Its controllers make a reaction check against you, with a bonus equal to [dice]. For the duration, weather in the region is influenced by the result; with a poor reaction the weather works against you, with a good reaction it is more cooperative. You can't use this procedure again until the duration is complete.
  10. Web
    R: 20' T: a 10' cube between two solid surfaces (walls, ceiling, floor, trees &c) D: [dice] days
    Target volume is filled with strong, sticky webbing. Creatures or objects that contact the web become tangled. Tangled creatures or objects can be freed with a successful strength check; on a failure, they are tangled again. The strength check is made with a penalty equal to how tangled the creature or object is.
    For each [die] invested in this procedure, you may choose one of the following:
    • the web is invisible
    • tangled creatures or objects are invisible
    • tangled creatures or objects are silenced
    • the web is particularly sticky and tangles twice on contact or a failed strength check
    It takes ten minutes of work with a sharp tool to clear a path through the web wide enough for a human to pass. The web is not particularly flammable, but it shrivels in fire, so a burning torch can clear a path in 5 minutes and cannot become tangled
  11. Spider Climb
    R: touch T: a creature D: [dice] minutes
    Target sprouts [sum] big hairy spider legs. Four legs allows you to balance on any object that can bear your weight. Eight legs allows you to climb sheer walls. Twelve lets you sprint like a horse, and sixteen lets you climb on ceilings.
  12. Airstrike
    R: 200' T: a point you can see D: instant
    Within [worst] rounds, an exploding shell fired from an artillery crew off-screen strikes the target. It deals [sum] damage to all unprotected creatures within [dice]*20' unless they pass a save (we're dealing with Soviet-era munitions here, and they're not particularly reliable). If you're underground the shell hits somewhere up above you and causes unseen damage to civilian targets.

No comments:

Post a Comment