miércoles, 19 de septiembre de 2018

La poesía del hexcrawl

Saludos, muníficos lectores.

Después de varios meses dirigiendo Avarnia Meridional (mi campaña de hexploración en una pseudoÁfrica fantástica) y reflexionando sobre cómo la dirijo (aprovechando los ratos en los que el destino me impide jugarla) me he dado cuenta de que muchas veces me encuentro buscando formas distintas de decir lo mismo.

Un hexcrawl jugado como una campaña de exploración y viajes y no solo como un medio que atravesar para llegar desde el punto A al B tiene un alto grado de repetición: se reitera el proceso de una guardia tras otra como la base del juego.

Esto, por supuesto, no es único de los hexcrawls, pasa en casi cualquier juego de exploración, como el mazmorreo más clásico, donde vas contando turnos o cualquier sistema de combate donde las rondas tienen una diración fija. El problema de los hexcrawls es que cada iteración no son segundos ni minutos, sino horas, de modo que muchas veces uno se encuentra a sí mismo intentando decir algo que no sea "pasáis al siguiente hexágono y... *dados* no pasa nada. El paisaje es x".

Pero pensando al respecto, me he dado cuenta de que es un poco nadar a contracorriente y que decir lo mismo de forma "cutre" (o casual mejor) muchas veces no soluciona realmente el problema.

Por eso he decidido abrazar la repetición. Los juegos de rol probablemente nunca sean buenos representando viajes a lo largo de grandes distancias, pero al menos podemos hacer lo posible por replicar lo que se siente, y para eso una de las mejores formas es qué se dice. Por eso, he pensado algunas fórmulas para introducir momentos que se dan con frecuencia durante este tipo de juegos y repetirlas cada vez literalmente.

Generalmente no soy nada fan de leer en voz alta a los jugadores, pero creo que esta aproximación es diferente. Por una parte, son frases cortas que sirven como marco de lo que ocurre, por lo que realmente no distraen tanto del juego. Además, se van a repetir constantemente, por lo que no son una forma barata de crear tensión ni de introducir contenido.

La repetición generalmente tampoco es buena idea, pero lo que busco con estas fórmulas es una cadencia, marcar un ritmo que refleje el del viaje imaginado. Después de todo, la poesía y la música son famosas por la repetición, algo de bueno tiene que haber ahí.

Y sin más dilación las frases son las siguientes:

Al entrar a un nuevo hexágono: cubiertos del polvo del camino alcanzáis la nueva etapa de vuestro viaje. Os movéis alerta pues conocéis los peligros de estas tierras... [se tiran encuentros aleatorios. Si hay alguno, se procede con él, de lo contrario se continúa] ...pero los dioses velan por vuestro viaje y no se os interpone ningún obstáculo.

Al pararse a descansar: tras la larga marcha os aprestáis a un momento de sosiego. En la escasa sombra que lográis hallar, desenvolvéis vuestras raciones y os sentáis a dar cuenta de ellas.

Al llegar a un lugar habitado: en las puertas de [introduzca nombre del lugar] os reciben como alguaciles excentos de portazgo y, con poco disimulada curiosidad, os conducen a la taberna preguntándoos por nuevas de los caminos y vuestras hazañas.

Al detenerse a hacer noche: cae la noche y levantáis vuestro campamento. Mientras el fuego comienza a alejar las sombras y el frío, preparáis la cena y decidís el orden de guardia.

En cada guardia nocturna: la guardia transcurre entre las sombras de la noche, con la luz del fuego lejos a las espaldas y la vista fija en la oscuridad... [se tiran encuentros aleatorios. Si hay alguno, se procede con él, de lo contrario se continúa] ...pero ningún peligro te alerta, por lo que, cuando la luna recorre un grado en el cielo, despiertas a tu compañero y te retiras a dormir.

Al amanecer: raya el alba y es hora de partir. Con premura levantáis el campamento y recogéis vuestras pertenencias: es mucho el camino que os queda por delante y poca vuestra paciencia al pensar en el tesoro y la gloria que os aguarda al final de él.

Gracias por leerme. Valmar Cerenor!


¡Pincha en el escorpión para unirte a Avarnia Meridional Online
y este señor podrías ser tú!

lunes, 17 de septiembre de 2018

1d12 colonias estelares condenadas al fracaso y por qué

El universo devora.

1. Las estaciones espaciales de Gemusine están siendo saboteadas por una facción religiosa contraria. En cualquier momento un accidente acabará con todos los colonos.
2. Los hongos que cubre Sagestedes parecen inocuos, pero a veces tienen explosiones evolutivas para consumir nuevas formas de vida como los colonos.
3. Los nativos de Khalimeni parecen pacíficos, pero su cultura tiene un lado oscuro de purgas y juegos mortales regulares. Y los colonos son las víctimas perfectas.
4. Los colonos han aprovechado una cyberred planetaria de una cultura extinta de Sogoron para establecer sus comunicaciones. No saben que un poderoso virus se oculta en la red, deseando extenderse a otros mundos.
5. Una gran horda de los salvajes interestelares conocidos como nómadas del vacío arrasa Viguria 6 en ciclos de 150 años. Los colonos no saben que se dirigen hacia ellos.
6. Glamadesis, un mundo en apariencia paradisiaco es un cebo que una especie alienígena usa para estudiar otras razas. Cuando obtienen suficiente información mediante sus sensores ocultos simplemente "limpian la muestra".
7. Alejados de su cultura natal, la falta de recursos y las tensiones entre diversas facciones amenazan con atomizar la colonia de Kustira en pequeños caudillos.
8. Una cruel banda de piratas ha decidido vengarse de los colonos por expusarlos de su base de operaciones en Korestán 7 y han liberado una cepa de nanobots asesinos en el planeta.
9. Un cambio en las rutas de viaje superlumínico amenaza con aislar Gerokai. Al ser una colonia superespecializada en minería, la hambruna no tardará más que unos meses en llegar.
10. El gobernador colonial de Dusmine se ha revelado como un déspota que planea usar a los colonos para sus horribles experimentos transhumanistas condenados al fracaso.
11. La fobia a los psiónicos de los colonos de Gargeran 2 les ha granjeado podersos enemigos en las academias federales que desean ver la colonia fallar incluso si ha de ser por medios expeditivos.
12. El aire de Hadalis está lleno de componentes mutagénicos. Los colonos degenerados acabarán rindiendo culto sus mutaciones y creando un sistema de castas a su alrededor como ya ha ocurrido en el pasado.

Siguiente: 1d12 banderas de unidades mercenarias (próximamente)

sábado, 15 de septiembre de 2018

Miscellany of strange, curious and magic books 1

This is a translation of a post originally published in 2014.


This post is a list of references and ideas with enough developement to look like a blog post. Yes, I could keep it to myself, but if I have to explain it to you, when I reread it some years later, I will remember what obscure piece of pop culture was I talking about more easily than if I was to read "dragon book" in a forgotten notebook. Maybe it will even be useful to you. If so, you are welcome.

I am here today to talk about books and magic documents or special in general. It will come in handy if I ever make something like Bookhounds of Vornheim.

To categorize them somehow, we can start with books that have human, animal or living features. Bird-like fllying books are a classic, especially in the Unseen University's library at Ankh Morpork, where there is usually so much magic that books have to be bound with chains to keep them from attacking the students.

Or that Harry Potter book that went around biting people. I don't know who ever thought that was a good idea.

Or that book from Hocus Pocus. I don't know if the movie about witches and Halloween rings a bell, but their spellbook that they got straight from the Devil was fucking metal. Take a look:


On the other hand there are books that, although they don't look alive, they do seem intelligent like the Book of Shadows in Charmed, that knew how to avoid the minions of evil. When they got close, the book backed a safety distance like a magnet of the same polarity. And probably cornering it wouldn't be such a great idea. Maybe it was a simple security measure, but I wouldn't be surprised if booms as old as that one (that had literally grown after each generation of witches) had developed some degree of sentience.

There are alsl other books that may be difficult to consult or apprehend. We can find the classic book protected by a mechanism that makes it self-destrly if opened incorrectly (tip: vinegar disolves parchment). But there are many other nasty things you can do if your book has something as simple as a lock, like poisonous needles and the like. Or you can take more drastic measures like makin the book burst in flames if you access it wrong, which can of course be weaponized.

About hard to conserve books (as if it wasn't hard enough already), I remember especialmy those mentioned by Pratchett sometimes, with erotic spells so powerfuk that they must be kept in a cold basement and submerged in water to prevent them from setting fire to themselves.

And once opened books can not be easy to read either, of course. There can be mundane reasons like them being written in a different language,with some kind of invisible ink, through symbols and pictures like alchemy manuals, in code... Have you heard about the Voynich anuscript?


It is probably a fake, but there are people who think that someday, when we will be able to decode it with ternary computer, we will solve physics or something. I don't know, I am just a humble philologist.

Speaking of hard to read books. A huge part of the inspiration for this post has been a manga that belongs to the printed works of Touhou Project and is called Forbidden Scrollery. (Spoilers) The story is focused on Kosuzu, the daughter of a family of librarians who collects youma books, magical tomes written by monsters or that contain monsters or related creatures. They are also impossible to read to humans. The girl, however, haa the ability to read them and wants to increase her collection, which of course only brings trouble. Some of the most notable things are the kanji edition if the Necronomicon (not in Japanese, but an unknown language) or a fieldguide of hell's flora written in old Tengu language.


And now that we bring the topic of youma books, one of their characteristics is that they usually have monsters lr spirits traped inside. The one that is featured the most is a scroll that contaibs a version of the Hyakki Yagyou (the parade of one hundred demons), which actually summons demons when read, thatcs why they only do so once a month under a full moon. At a certain point an evil dragon uses it to return to it's original form. (End of spoilers).

Of course there can also be books possessed by ghosts and demons. Or books whose content is so powerfuk that it is alive itself. Pratchett gives use another example of this (this man really likes books) with the spellbook that held the [eight spells of creation. They were so powerful that they had a mind of their own and could in fact jump from the book to someone's mind.

Because the mind can also be a book. People can learn a book by heart (do a Fahrenheit 451) or more, and for a lot of time this was the only way to conserve works. Someone with photographic memory can memorize thousands, like Index, a girl that memorized the 10,300 spellbooks of the Index Librorum Prohibitorum.

On the other hand, the format of the book can also be important. Even just if it is a manuscript or a printed book can make a huge difference. Manuscripts are unique pieces on its own an can easily inclue things that would not be available in other versions of the same texts like addenda or different pictures. And it comes without saying that the people who copied it were especially inclined to leave notes on the margins (usually about how frigging hard is copying whole books by hand). Books copied by a special person can be magical just by virtue of that. On the other hand, magical or cursed printing machines are an interesting concept.

Source.
But there are many other formats like scrolls, inscriptions on bone or wood (like runes, ogam or other type of chamanic writing) or in stones or walls, cuneiform tablets or tattoos or skin mutilations.

Speaking of what, writing can also spontaneously appear on living beings, like the inside of fruits or petals of a flower. One of my favorites approach to this is the one of Zak Smith: Snakes Are Books, where he tells us about how in his campaigns the skin of snakes can be deciphered and read as if it was a book, and it also applies to serpetine monsters like medusae or dragons.

Speaking of dragons, I already spoke about how dragons would probably make their books modifying the terrain on a large scale. That wasn't a bad idea either.

And a lost thougt about format: books are cool, but there can be other things. Maps are a classic, of course. There is also private correspondence (although of course there are epistolary books) that can be a valuable source of information. Or personal journals, of which I also have very intersting links. On this one, mr. Rients relates how his players stole the personal journal of a salacious [vampiress and made charts of money selling copies (among other things). On this one RPG Pundit explains that the hard thing for a contemporary magician wouldn't be finding secrets, but rather understanding them. And especially on this one, he speaks of the importance of work journals for a magician and how useful would it be to get your hands on one from a rival magician to learn about their secrets and discoveries.


And of course there are stage plays. I guess you already know about The King in Yellow, the fictional play that induces madness and desperation to anyone who sees it. Or the (spoiler) shadow Noh from Forbidden Scrollery, a representation that slowly steals the feelings of anyone that sees it, in theory (end of spoiler). A bookhound worth their salt should keep an eye on the stages.

And now that we are speaking of theater, here goes an anecdote about piracy. On the 15th and 16th centuries, stage plays were tremendously popular, but they were rarely sold as printed books. At the theaters there would usually be a guy that, instead of being screaming with the resta of the public, was listening attentively the dialog and commiting them to memory so he could later sell them to a pirate printer, recited by memory. This was one the main reasons that made Lope de Vega, for example, finally accept that he should print his stage plays.

Back to magical books, there are two types that are especially interesting. One hand ther are books that change themselves, usually to get up to date. For example the books of life that Death (from the Discworl) keeps in his house, that are constantly writing every moment of the life of every person in the world. It is possible to read them to know what they are doing, but not many mortals have reached the house of Death. Another good example is the marauders map of Harry Potters, a sort of magical radar (that can also transform into a perfectly normal piece of paper, which is nice).



Or a certain artifact from Road of Knives, a... webcomic? sadly now defunct where there was a sentient magical book that could communicate through what appeared on its pages and reflect on them the new things it learned.

Additional Entries Under Subheading “Toad, Trespassing”

It was also able to move and defend itself...

On the other hand we have books able to change reality based on what is written on them, like the Death Note or the fictional encyclopedy of Tlön, in one of Borges tales, that was actually (spoiler) creating a new world called Tlön that was steadily joining ours.(spoiler)

And speaking of Borges, this man DID really like books and it some of their tales about this are worth mentioning. Like The Book of Sand that tells the story of an infinite book, without first or last page, so, of course, it is impossible to find the same page twice. O The Garden of Forking Paths, a tale about a novel of the smae title, a labyrinth book where the author tried to write all the possibilities of the story of a character. Or The Library of Babel, that is the description of a strange library where one can find all of the books that can be made with a certain combination of characters. Among others.

We're close to the end, but there are still other three topics I would like to address. For example harmful books. The most famous are those that turn one crazy as their content only leads to madness like the Necronomicon or De Vermis Mysteriis. The Lovecraft circle loved this kind of things. Another possibility that I like a lot is the one offered by Arnold Kempf: The madness of Avool, that is as pamphlet that leads to depression an suicide, not only to anyone who reads it, but anyone that hears enough about it. Although, well, of course the reasons to fear a book can be a lot more mundane like poisoned pages that are used as a weapon, like in The Name of the Rose.



And it is also intersting discussing books that come in groups or cathegories, like the volumes of an encyclopedia. Or those that make pairs of opposites like the books of life and death like in the remake of The Mummy. By the way, books inscribed on metal like gold or deal are fucking...... metal.

There are also books whose objective is finding other books, like catalogs, bibliographic references, states of the art or, a famous example we have already mentioned, the Index Librorum Prohibitorum. Thos books can be valuable as a key that may lead to others.

The trope of a book or a map divided in parts that must be found is still cool. And I don't say that because I saw Cutthroat Island last night, no sir.

Lastly, now that we are speaking about collections of books, the ones presented by Zak Smith on his post about Demogorgon, king of demons, are really cool. There the spells dedicated to Demogorgon are hir hymns, the songs created by bands named after him.

Finally, a last thought. Mundane problems that affect mnundane books could be worse on magical books, with fatal errata or non euclidean binding mistakes. An interesting example is the magical worm of Forbidden Scrollery that eats words leaving the paper intact and that can only be removed by magical smoke.

When I remember things that I have forgotten, I will probably come back to make a note of them. Or maybe I will make another post, who knows? Thanks for reading. Valmar Cerenor!

Translator note: the original post continued with edits that added more stuff. I will compile them in a different post as a part 1.5 of this series. Coming soon!

Part 1.5 (coming soon)

viernes, 14 de septiembre de 2018

Algo de historia del mundo de Mötor Mäiden

Saludos, muníficos lectores.

He ido dejando aquí y allá trozos de la historia de Insuranda (el mundo que sirve de ambientación a Mötor Mäiden, mi juego de fantasía diesel), pero he pensado que ya va siendo hora de dar una idea general de cómo se desarrollaron los acontecimientos en el pasado. De modo que ahí va un breve repaso de la historia de Insuranda hasta la fecha.

Fuente

Era de la Oscuridad

En este tiempo los humanos eran poco más que animales mientras las civilizaciones de otras especies florecían y los ponían bajo su férula. Pero tras milenios, los cielos cambiaron, los seres más terribles se extinguieron poco a poco, las civilizaciones inhumanas retrocedieron y el ser humano pudo medrar.

Los horribles dioses preatoranios se volvieron viejos y débiles, de modo que el joven y poderoso Gran Dios de Atorán apadrinó a los hombres y, junto con aquellas deidades que le juraron lealtad, desterró a los antiguos dioses y sus servidores inhumanos.

Era de la Gloria de Atorán

Unos 800 años antes de la fecha en la que se sitúa Mötor Mäiden se funda Atorán en el lejano norte. El Gran Dios, tomando la forma del Primer Avatar, hace surgir la ciudad de las aguas y grava la profecía de que esta quedará deshabitada en 356 años.

El Gran Dios no volverá a encarnarse, dejando la ciudad al mando de dioses menores encarnados.

Durante estos tres siglos y medio la civilización humana se extiende por el mundo con el Imperio Atoranio en cabeza, los no humanos son sometidos o llevados a la extinción, y la ciencia progresa hasta su cénit.

Hasta que ocurre el Cataclismo: Atorán vuelve a hundirse en las aguas, su Imperio se desintegra presa del caos y el hemisferio norte de Insuranda queda sin estrellas en su cielo nocturno y casi inhabitable.

El Segundo Gran Avatar lidera a los humanos hacia el hemisferio sur: muchos atoranios, pero sobre todo semibárbaros de las fronteras del Imperio.

Era del Hierro y la Sangre

En el hemisferio sur, apenas explorado por los atoranios, los humanos se dan de bruces con la Desolación de desolaciones, el gran imperio dracónido de Tifón y Equidna, un remanente de la Era de la Oscuridad. El mandato del Segundo Gran Avatar es claro: ninguna nación humana sufrirá bajo el mandato de los monstruos.

La guerra se alarga décadas y consume la mayoría de lo que los humanos habían podido salvar de la desaparecida Atorán, pero aun así vencen encerrando a Tifón y enviando a Equidna a la órbita de Insuranda.

En las cien mil islas del hemisferio sur la humanidad vuelve a dividirse y enfrentarse. Todo se convierte en un mosaico de estados frecuentemente en guerra.

Entre ellos aparece un gran imperio que más tarde será el germen de la Coesfera y es donde se funda el Celestialismo por parte del Tercer Gran Avatar, que declara su imperio como heredereo de Atorán.

Al otro lado del mundo una heroína considerada como la Tercera Gran Avatar resuelve disputas entre brujas gorgonas, ayuda a cimentar reinos humanos en la zona y, tras su ascención a los cielos, sus herederos comienzan una campaña de expansión que dará lugar al Pacto de Auzer.

El gran imperio cae y el Celestialismo y los señores de la guerra de los Estados Núcleo toman su lugar. Tras perder territorios en el oeste, dirigen su mirada al oriente, donde empiezan a presionar sobre el Reino del Sol.

Death Ocean se funda unos doscientos años antes de la fecha actual y aprovecha el caos para convertirse en la mayor nación pirata de la historia.

El Imperio trasgo aprovecha también por esos tiempos para tomar su isla y afianzarse en el poder.

Era de la Nueva Luz

Hace unos cien años Torsten von Eichenhain, emperador de los Estados Núcleo y Cuarto Gran Avatar (o antiavatar, según el Pacto) funda la Coesfera tras una serie de guerras de reunificación y anexiones pacíficas al nuevo estado. Tras unos veinte años, la hipernación estaba configurada tal como la conocemos hoy en día.


Por supuesto todo esto es trabajo en progreso, así que es bastante probable que los datos bailen en el futuro. ¡Además de que esto es solo un resumen! Gracias por leerme. Valmar Cerenor!

miércoles, 12 de septiembre de 2018

Cisne ofidocéfalo

Esta horrible criatura parece obra de un brujo loco o un mago poco caritativo, pero probablemente son de origen natural y su existencia es solo una prueba más de que todas las aves son la encarnación del Mal. Por si los cisnes normales, los asesinos lacustres, no fueran suficiente, ahora además tenemos esto. Por no hablar de los flamencos terribles y los gansorráptores...

No. Enc.: 2d8
Alineamiento: Caótico (Maligno, muy)
Movimiento: 180' (a pie y nadando), 240' (volando)
Clase de armadura: 6 [14]
DG: 1 +1
Ataques: mordisco (1d4 y veneno)
Salvación: F1
Moral: 11
Tesoro: C (AD&D) / XX (Labyrinth Lord) / G (ACKS)

¿Es que no hay salvación para los hombres de bien?

Gracias por leerme. Valmar Cerenor!

Y ahora un mensaje de nuestros patrocinadores:

lunes, 10 de septiembre de 2018

1d12 magníficos estandartes

Dos serpientes... ¡ENFRENTADAS!

1. El dedo de los dioses, señalando al frente, a los que van a morir.
2. Un lobo devorando un carnero.
3. Una cabeza de dragón hueca que emite temibles sonidos cuando el viento pasa por ella.
4. Un relámpago divino que cae sobre el estandarte para dar fuerza a sus portadores.
5. Un caballo salvaje al galope, decorado con crines auténticas.
6. El horrible rostro de un demonio, tallado buscando atemorizar a cualquiera que lo mire.
7. Unos grilletes rotos, indicando que no se harán prisioneros.
8. Dos jabalíes embistiéndose ferozmente.
9. Un minotauro con un cráneo humano sobre las espaldas.
10. Un puño agarrando un manojo de flechas, como símbolo de la unidad de las tropas.
11. Una quimera en pleno vuelo. Un sistema especial de inyección le permite lanzar fuego real.
12. Atributos masculinos, apuntando orgullosamente al cielo.

sábado, 8 de septiembre de 2018

Beard spells

This is a translation of a post originally published in 2017.

Greetings, munificent readers. As you know well, a wizard without a beard is just an elf that doesn't know how to fight, that's why today I bring you a list of beard-related spells for Lamentations of the Flame Princess.

Animate beard
Level: 5
Duration: 1 turn/level
Range: 0
A thick beard of the caster's choosing starts moving by itself following spoken commands of its owner, not the caster. The beard has a strength equal to its length in inches divided by two and as many DG as a third of its strength.

Beard to steel
Level: 6
Duration: 1 turn/level
Range: 120ft
The target of this spell can only be a beard of at least 3ft of length. Once casted, the user has two options -- it can make the bear envelope it's owner and become a resilient steel armor (providing +1 armor) or it can make it bind the owner and became an almost unbreakable prison.

Beard of holding
Level: 3
Duration: 1 turn/level + 1d6 turns
Range: 0
A beard of at least 1.5ft charmed with this spell becomes a beard of holding, that works just like a bag of holding. Once the effect is over, any object still inside the beard is ejected with some force (fragile objects may break).

Beard of entanglement
Level: 1
Duration: 1 turn/level
Range: 6ft/level
The caster's beard grows and traps any nearby hostile creatures among it's hairs. It can bind as many HD of creatures as the caster level. Thus a level 2 magic-user could capture two 1HD creatures or one 2HD crature. The caster may not choose the target creatures, instead the beard captures as many as it can within the spell range, starting from the ones with the less HD.

Flaming beard
Level: 3
Duration: 1turn/level
Range: 0
The caster's beard get's covered in flames that won't burn the caster or its belongings, but can ignite inflammable objects or cause fire damage. Enemies of lower level than the caster have a -1 malus to its morale rolls in their presence.

Flying beard
Level: 3
Duration: 2d6 + 1turn/level
Range: Touch
As the spell Fly, but lasts longer and you need a beard of at least 5ft.

Smite beardless
Level: 7
Duration: Instantaneous
Range: 6m/level
By the power of the bearded spirits, all those that lack a beard in a radius equal to the range of the spell suffer 3d6 of dammage. No save.

Create bond of beard love
Level: 1
Duration: (As Charm person)
Range: 120ft
Similar to Charm person, but it only works if both the caster and the target are bearded. It works with humanoides of up to 6HD.

Explosive hair growth
Level: 3
Duration: Permanent
Range: Touch
The target of the spell can only be a living being. Regardless of if the target can grow a beard or not, it's facial hair will grow exponentially uintil it becomes really long and as heavy as half the target's weight, making it hard for them to move.

Speak with beards
Level: 3
Duration: 1round/level
Range: 0
The caster can communicate both with beards and facial hair creatures. They can make questions to beards and get answer, and also request the to move to clear a path that was covered by facial hair. This spell doesn't make beards more friendly or cooperative than they would usually be. If a beard is in good terms with the caster, it could perform additional services.

Curse of beard's dearth
Level: 1
Duration: 1week/level
Range: 15ft/level
Any facial hair of this spell's target will immediately fall off and it won't grow back for the duration of the spell.

Ray of fabulous facial hair
Level: 3
Duration: Permanent
Range: 50ft
The target of this spell can only be a living being. If the spell works, the length of their beard doubles. If the target had no beard but was able to grow one, it gets a one of 1ft in length. If it couldn't grow a beard (like most women, elves, children, etc.) it gets one of 1/2ft. The beard will be silky and well groomed.

Regenerate facial hair
Level: 1
Duration: Permanent
Range: Touch
The target of this spell will regenerate its facial hair up to the maximum length it had in the last three days. This only takes into account length achieved through natural growth and not by using magic.

Thanks for reading. Valmar Cerenor!


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