Metrokinesis
Metrokinesis by Astroboter!
The VaM-style spell today is Metrokinesis - the title coming from this song by Astroboter!
Here is the music video for it! METROKINESIS
I love Astroboter's music, and there are many other good spells/songs, I recommend all of Astroboters albums, including: Form and Volume, Astroboter, Beat Sutras I and II, Both ambient collections - and everything else, including the ~Brilliant~ Williams Letters!
Here are some other songs eligible for spellhood from Astroboter's catalogue!
The White Lodge, Staro Roboto, On Top of Amon Meru, Black Snow, The Orchid, Strong of Heart - Weak of Gold, Arctic Nights, Oathbreaker, Cozma Cave, Stenograph, Form & Void, Isle of Laeyos, Glasswater, Monoatomic, Opal City Vice, Muzumantra, Tojo's Tale, AVA, Mara, Maester & Scholar, The Flood, Ex Voto, Isca, Fire Sermon, Father's of Heaven, Show Her, Abstractoboter, The Wheel of Time, State of Molten Salt, Duckmind, Blue Musk, Glacier, Pareidolia, Saturator, The Step, Falling Marble, Impact Winter, An Entity, Into the Flesh Orbit, An Intrinsic Question, Battered & Shattered, The Ghost is Hungry, We've Been Addicted to Moon Bread, Valeria, Annapah, Twelve Peaks, Gongshi, Starlight vandals, Fearmonger, and A New Coast.
Here is Astroboter's Website! Astroboter
Here are some definitions Metro- and -Kinesis !
From Latin metrum (“a measure”), from Ancient Greek μέτρον (métron).
-kinesis. a combining form with the general sense “movement, activity,” used in the formation of compound words, often with the particular senses “reaction to a stimulus” (photokinesis), “movement without an apparent physical cause” (telekinesis), “activity within a cell” (karyokinesis).
No Lyrics!
Ok, here is the spell's effects!
Metrokinesis
Duration: 1 Movement per caster’s level
Range: 30’ + 10’ per level
The caster grits their teeth, their veins bulge, they may ball their fists and hunch over – they may sweat and mutter under their breath.
Then their mind is cast as far as the range dictates, and anything sentient in that range will be affected – instead of the affected choosing how they move their legs, the caster controls their leg movement. So if the chose to move as an action, or leg movement is part of their action, the caster chooses how they move their legs – but the affected may still yell, attack if in range, cast spells, and otherwise take their turn, their legs just move based on the casters whims – so the caster chooses the direction they move in, and how far.
This may interfere with their chosen action, or make that action impossible – and they may move less than intended, but cannot exceed their normal movement rate.
One movement is considered to be an action that consists of just movement, or leg movement as part of another action.
This will allow the caster to have affected fall over, walk off a cliff, kick or trip someone, jump, do the splits, Et Cetera.
One note, ANYONE who moves will be affected, so if the next up in imitative order is a party member, you will control their legs if they use them.
Miscast Table
1 – Spell is reversed, and the next X people who would move their legs instead move the caster’s legs, where X is the caster’s level.
2 – Those affected by Metrokinesis simply have their legs fall off.
3 – Metrokinesis only affects fellow party members, and they have to run.
4 – Once the legs are controlled, they will just repeat that leg action each turn.
5 – The automatic action taken by the legs is to run towards the caster.
6 – The caster swaps their actual/current pair of legs with the affected each time a person is affected by Metrokinesis, which visually looks really weird, and functionally swaps their movement rate.
7 – Whoops, the caster cast Armakinesis accidentally – The spell affects their arms instead.
8 – People affected by Metrokinesis are also put under the effects of Haste, as cast by a 3rd level Magic-User.
9 – If the person affected by Metrokinesis runs out of range of the spell while under the effects of the spell, the caster passes out.
10 – Those who have been affected by Metrokinesis will mimic the caster’s leg movements afterwards, for either the duration of combat or one hour. This may allow for attacks or actions of opportunity.
11 – The caster of Metrokinesis strains too hard, and has a 50% chance to have a heart attack.
12 – The caster of Metrokinesis strains too hard, and has an aneurysm.
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