Mostrando entradas con la etiqueta Magia. Mostrar todas las entradas
Mostrando entradas con la etiqueta Magia. Mostrar todas las entradas

viernes, 13 de diciembre de 2019

Objetos mágicos de un solo uso

Saludos, muníficos lectores.

He aquí un generador de objetos de un solo uso. Solo hay que tirar una vez en cada una de las tablas.

Forma del objeto (1d20)
1. Poción
2. Anillo
3. Vara
4. Pergamino
5. Proyectil
6. Esfera
7. Escarabeo
8. Prenda
9. Zapatos
10. Escoba
11. Campanilla
12. Cubo
13. Gafas
14. Casco
15. Collar
16. Piedra
17. Polvo
18. Aceite
19. Incensario
20. Corona

Forma de uso (1d20)
1. Dispararlo
2. Arrojarlo
3. Abrirlo
4. Romperlo
5. Ingerirlo
6. Aplicárselo
7. Pronunciar algo en voz alta
8. Observarlo
9. Ponérselo
10. Agitarlo
11. Cerrarlo
12. Atarlo
13. Encajarlo correctamente
14. Conectar dos piezas o partes
15. Tocar una superficie
16. Aspirarlo
17. Golpearlo
18. Trazar un símbolo con él
19. Hacer que emita sonido
20. Pulsar un botón

Duración (1d10)
1. Concentración
2-3. 1 turno
4-7. 1d6 turnos
8-9. 1d12 horas
10. Un día

Efecto (1d100)
Detección
1. Clariaudiencia
2. Clarividencia
3. Sentir tesoro
4. Rayos X
5. Detectar enemigos
6. Detectar magia
7. Detectar secretos y trampas
8. Sentir intenciones
9. Leer pensamiento
10. Comprender lenguas
Refuerzo
11. Fuerza aumentada
12. Resistencia al cansancio
13. Respirar agua
14. Habilidad de combate mejorada
15. Seducción irresistible
16. Apariencia imponente
17. Protección contra un elemento
18. Resistencia al hambre y la sed
19. Agarre inescapable
10. Trabajar por diez
Muerte
21. Debilitar
22. Causar muerte
23. Putrefacción
24. Causar daño leve
25. Causar daño grave
26. Aniquilación de un enemigo concreto
27. Absorber energía vital
28. Envenenar
29. Enfermedad
30. Agostar cultivos
Transformación
31. Transformación animal
32. Transformación en piedra
33. Encoger
34. Aumentar
35. Transformación en gas
36. Quimerismo
37. Convertirse en un animal
38. Convertirse en un objeto
39. Transformación en líquido
40. Sentidos agudizados
Elementos
41. Invocar el fuego
42. Invocar el hielo
43. Invocar el rayo
44. Invocar el viento
45. Invocar el agua
46. Predecir el tiempo
47. Invocar el viento
48. Respirar agua
49. Niebla sólida
50. Hablar con el viento
Sigilo
51. Insonoridad
52. Invisibilidad
53. Camuflaje
54. Apariencia inocua
55. Invocar escondite
56. Crear distracción
57. Caminar por el techo
58. Velo de sombras
59. Luz secreta
60. Cegar
Movimiento
61. Velocidad
62. Teletransporte
63. Flotar
64. Volar
65. Caminar sobre el agua
66. Encontrar el camino
67. Trepar como araña
68. Fricción cero
69. Propulsión
70. Abrir portal
Espectros
71. Hablar con los muertos
72. Adivincación
73. Hacer reposar un fantasma
74. Maldecir
75. Controlar no muertos
76. Llamar espíritu elemental
77. Crear ilusión
78. Paralizar
79. Inducir miedo
80. Frío sobrecogedor
Curación
81. Curación leve
82. Curación mayor
83. Recuperar miembros
84. Regeneración
85. Retirar enfermedades
86. Retirar hambre y sed
87. Invocar comida y agua
88. Refugio mágico
89. Devolver sentidos
90. Resurrección
Contrahechizos
91. Cancelar magia
92. Guarda contra un tipo de criatura
93. Guarda contra magia de muerte
94. Guarda contra magia de elementos
95. Guarda contra magia de espectros
96. Devolver magia
97. Guarda contra enemigos
98. Retirar maldiciones
99. Revertir transformación
100. Invocar devorador de magia

Gracias por leerme. Valmar Cerenor!

Esta entrada está patrocinada por mis patreons nobles hermanos en armas. Únete hoy a a la Esforzadísima Orden del Hacha Naranja y apoya Un Paladín en el Infierno en Patreon.

viernes, 19 de julio de 2019

Clase: cuentacuentos

Saludos, muníficos lectores.

Cada semana de este mes de julio les traeré una clase para Tesoro y Gloria. Esta es una clase particular, que se basa en tomar nota de historias, especialmente acontecidas al propio grupo, para potenciar sus poderes.

Clase: cuentacuentos

Fuente

Requisitos: Carisma 11

El cuentacuentos es un especialista en motivar a sus compañeros trayendo a la vida tanto historias antiguas como anécdotas que han ocurrido al grupo de jugadores. Por medio de sus crónicas, la victoria llegará más fácilmente a las manos de los aventureros.

Dado de Ataque (DA): d20
Dado de Golpe (DG): d4
PG iniciales: 4
Velocidad: 10 metros
Pericias: Liderazgo, otra a elegir entre las de Carisma y otra cualquiera.

Los cuentacuentos son competentes con todas las armas menos las de fuego, además de con las armaduras ligeras, pero no con las armaduras medias o pesadas ni los escudos.

Habilidad de clase — Inspiración

Una vez por sesión el cuentacuentos puede crear una nueva historia a partir de algo especial que le haya ocurrido al grupo de jugadores o una leyenda que haya oído, determinando qué efecto tiene esa historia.

Por ejemplo: mejorar el DA en circunstancias o con armas concretas, aumentar en 1 el umbral de poder en ciertas circunstancias, otorgar +1 a la salvación en circunstancias similares, mejorar la competencia en una pericia concreta, sumar +2 al daño con un arma en concreto, restar moral a ciertos enemigos, etc.

Para poder usar estas historias, el cuentacuentos debe memorizarlas durante un descanso en el que haya recuperado al menos 1pg. El número de historias que puede tener memorizadas es su Umbral de Memoria (se calcula como el Umbral de Poder, pero reemplazando Historia por Arcanos y Carisma por Inteligencia); los cuentacuentos tienen objetos de poder como los magos. Podrá cambiarlas en cualquier momento tras otro descanso. Entre descansos, el cuentacuentos puede usar cada una sus historias en total tantas veces como sus Dados de Golpe.

Como una acción de combate puede recordar la historia a sus compañeros, otorgando a uno de ellos el beneficio establecido durante ese asalto.

Por ejemplo: Utter es el cuenta cuentos del grupo: al ver a su compañera Nima acabar con tres esqueletos usando su honda decide crear una historia al respecto llamándola "la honda de Dios", y haciendo que mejore el DA de alguien que use una honda o arroje rocas. En la siguiente sesión lo memoriza junto a otros dos (tiene Carisma +1, un objeto de poder e Historia). Pronto Nima saca de nuevo su honda para defenderse de unos orcosy la acción de Utter ese asalto es recordarle la historia para mejorar su DA ese asalto al usar la honda. Como tiene 2DG, podrá volver a usarla una vez más ese día.

Además, si el cuentacuentos es el cronista del grupo, ganará un 10% más de experiencia por sesión.

Lista de talentos del cuentacuentos

Lengua de plata
El Cuentacuentos mejora en 1 su Reacción frente a multitudes y su competencia en destrezas de Carisma.

Rey del escenario
El Cuentacuentos logra una gran habilidad interpretativa, de modo que obtiene maestría en una pericia de Carisma y su reacción con Gentes mejora en 1, +2 a partir de héroe y +3 a partir de leyenda. Este talento puede cogerse varias veces, pero la reacción no mejora.

Acortacaminos
Si el cuentacuentos está ahí para narrar historias mejora en 1 la recuperación los personajes y aumenta en 1 la Moral de los Aliados.

Ratón de biblioteca
El cuentacuentos encuentra un libro que marcó la vida de alguien, dándole poder latente. Contiene un conjuro apropiado a su contenido que el cuentacuentos aprende inmediatamente. Además, mientras lo tenga consigo, mejora su DH (o se lo otorga a d20) y permite lanzar el conjuro que contenía gratis una vez al día. Si el libro es destruido, encontrar uno nuevo será muy difícil.

Animal de circo
El cuentacuentos se hace con un animal capaz de cumplir tareas sencillas y actuar con él. Escoge entre un mono, una cabra, una serpiente o un perro. Si el animal muere, puede sustituirlo por otro tras entrenarlo dedicando un dado de entretiempo.

Saber antiguo
El cuentacuentos estudia a fondo las tradiciones del pasado. Obtiene las pericias Historia, Leyes y Viajar. Si ya tenía alguna de ellas antes, obtiene maestría en una a su elección.

Ilusionista
El cuentacuentos ha logrado por medios arcanos que sus historias cobren vida. Puede invocar ilusiones a un nivel tan alto como sus DG siempre que pueda relatar en voz clara lo que se manifiesta. Cada vez que lo use, tira tantos d4 como el nivel invocado y, por cada 1 que muestren los dados, pierde 1 punto de carisma temporal. Estos puntos se recuperan al mismo ritmo que los puntos de golpe.

Combatidor de vacas
Si el cuentacuentos cuenta un chiste o lanza un insulto incisivo antes de un ataque, mejora su DA. Puede hacerlo tantas veces como sus DG/2 (redondeando hacia arriba) por combate. Si así lo desea, cualesquiera enemigos que no estén en claro peligro mortal se centrarán en él.

El laúd y la espada
El cuentacuentos entrena sus capacidades de combate. Su DA mejora permanentemente y le permite usar armas de fuego, armaduras medias (pero no pesadas) y escudos.

Escapista
El cuentacuentos entrena sus habilidades para entrar y salir de sitios, tanto en el escenario como en la vida real. Consigue maestría con una de las pericias de Destreza con la que ya fuera competente. Puede escoger este talento varias veces.

Gracias por leerme. Valmar Cerenor!

Ah, y he aquí un mensaje del Gran Maestre de la Orden del Hacha Naranja:
 
Únete hoy a a la Esforzadísima Orden del Hacha Naranja y apoya Un Paladín en el Infierno en Patreon.

miércoles, 10 de julio de 2019

Clase: jorguín y nuevos trucos para Tesoro y Gloria

Saludos, muníficos lectores.

Cada semana de este mes de julio les traeré una clase para Tesoro y Gloria. Esta es una clase de mago centrada en trucos y magia menor, espero que os guste.

Clase: jorguín


Requisitos: Inteligencia 11

El jorguín es un conjurador especial, centrado en emplear la magia menor en forma de trucos para causar el desconcierto entre sus enemigos y lograr la ventaja por los más inesperados medios. Jugar un jorguín no es fácil, pero resolver problemas con una plétora de herramientas limitadas puede ser muy satisfactorio.

Dado de Ataque (DA): d20
Dado de Golpe (DG): d4
Dado de Hechicería (DH): d12
PG iniciales: 6
Velocidad: 10 metros
Pericias: Arcanos, otra a elegir de Inteligencia o Destreza, y otra cualquiera

Los jorguínes solo pueden usar armas simples como los magos y armaduras ligeras, pero no escudos.

Habilidad de clase — As bajo la manga

El jorguín es capaz de conjurar y comienza con seis trucos a escoger, pero ningún hechizo.

Lista de talentos del jorguín

Experto encantador

El jorguín mejora sus habilidades para la conjuración: mejora su DH en un nivel y aprende 3 trucos más. Se puede escoger dos veces.


Espíritu de los dos dragones

El jorguín aumenta su energía innata y ahora es capaz de usar sus trucos dos veces por turno.


Magia generosa

El jorguín puede entregar los objetos a los que están vinculados sus trucos a otras personas para que los usen como si fueran él siempre que siga con vida y no se alejen más de un territorio, dado que están conectados a sau enegía vital.


Überrayo

El jorguín concentra la magia de todos sus trucos en un ataque de tantos d6 como sus dados de golpe, tras lo que todos sus trucos quedan descargados durante una hora. Es necesario que no haya empleado ya más de un tercio de sus trucos en ese turno.


Brujería azul

El jorguín ha aprendido a copiar otros trucos: si ve a otro conjurador usar uno que él no tenga, es capaz de usarlo una única vez y podrá volver a usarlo al día siguiente si lo vuelve a ver. Si consigue los objetos de poder de otro conjurador y dedica un dado de entretiempo, puede aprender el truco.


Égida mística

Concentra la magia de todos sus trucos para reducir su CA en 1 por cada truco que descargue durante un día completo, hasta un máximo de sus DG/2.


Reconducción de poder

El jorguín ha aprendido a aprovechar su propio poder interno para conjurar, de modo que puede gastar dos de sus trucos durante un día en lugar de los componentes necesarios para un nivel de conjuro. Podrá sustituir tantos niveles de conjuro de este modo como sus DG/2.


Las artes del oficio

El jorguín ha aprendido bien su profesión: obtiene maestría en Robar, Arcanos o Cortesía. Puede escogerse varias veces.


Magia sedienta

El jorguín entrega energía vital para potenciar sus trucos: puede gastar 1pg para recargar un truco. Cada vez que lo haga antes de un descanso cuesta el doble que la anterior, de modo que la segunda es 2pg, la tercera es 4... Este talento puede usarse también para recargar trucos que hayan quedado gastados por una hora o un día.


En la mesa de piedra

El jorguín siempre tiene la opción de sacrificar uno de sus trucos al tirar por su vida, y siempre sobrevive con un resultado de 4 o más. Si tiene el talento Resiliencia, solo morirá con un 1.

Nuevos trucos

Porque por supuesto.

1. Pánico. Envía una señal a sus aliados próximos (en el mismo territorio), de modo que estos saben intuitivamente que el conjurador está en peligro y dónde se encuentra, pero nada más.
2. Impresión. Si tienes una hoja de papel, este truco "quema" sobre ella una impresión en blanco y negro de lo que el conjurador esté viendo.
3. Purpurina. Llena el aire de elementos en suspensión como lucecitas, pétalos, purpurina, etc. que sirven para distraer a los enemigos.
4. Derribar. Hace caer objetos. Si se emplea contra criaturas, estas tienen derecho a una tirada fácil de Potencia para resistir el efecto.
5. Atrancar. Hace que un portal no pueda abrirse durante un turno, ni siquiera con llave. No obstante, sí puede ser derribado.
6. Calentar. El conjurador hace que un objeto se caliente a unos 100 grados, suficiente para hervir agua. Este truco causa 1d4 de daño por calor y puede hacer que objetos inflamables empiecen a arder.
7. Marca mágica. El mago puede crear un dibujo o escritura brillante y claramente mágica en una superficie no mayor que la rueda de un carro. La marca desaparece con agua.
8. Zancada mágica. Dobla la velocidad del conjurador o de un aliado, pero las fuerzas que invoca pueden agotar al usuario y hay 1/6 posibilidades de que pierda 1 punto de movimiento.
9. Avispa. El conjurador invoca un insecto que distrae insistentemente a un enemigo, aguijoneándolo.
10. Olor sospechoso. El conjurador invoca un olor intenso y sospechoso, pero indeterminado.
11. Tremendo insulto. El conjurador debe insultar al objetivo del truco, que se sentirá increíblemente ofendido y, durante un buen rato, tendrá problemas en pensar en nada que no sea el insulto, el conjurador y las medidas que va a tomar al respecto.
12. Sexto sentido. El conjurador se concentra y es capaz de determinar si en un área queda algo por descubrir, aunque no podrá saber qué ni cómo desvelarlo. Hay 1/6 posibilidades de que la respuesta sea falsa.
13. Mal fario. Tanto el conjurador como el objetivo del truco tirarán dos veces su próxima tirada (sea de lo que sea) y se quedarán el peor de los dos resultados.

Gracias por leerme. Valmar Cerenor!

Ah, y he aquí un mensaje del Gran Maestre de la Orden del Hacha Naranja:
 
Únete hoy a a la Esforzadísima Orden del Hacha Naranja y apoya Un Paladín en el Infierno en Patreon.

miércoles, 15 de mayo de 2019

Conjuros para TyG II: Cortar, Comida, Tamaño y Arañas

Saludos, muníficos lectores.

Aquí dejo cuatro conjuros más para Tesoro y Gloria que me pueden venir bien para las campañas que dirijo y quizá a vuesencias también.

Cortar
Permite separar cosas que deberían estar unidas. A niveles altos puede mortal aquello que ningún debería ser capaz de cortar.

Nivel 1. Puede cortar cosas que se podrían separar con las manos en un área de unos metros.
Nivel 2. Puede cortar algo que solo se podría cortar con un cuchillo.
Nivel 3. Puede cortar cosas sólidas que no se podrían cortar con un cuchillo como muros o metal muy fuerte.
Nivel 4. Puede cortar líquidos y gases, dividiéndolos temporalmente. También puede cortar vías como caminos o ríos, impidiendo el paso.
Nivel 5. Puede cortar cosas abstractas como palabras o pensamientos. También puede cortar cosas como vínculos legales o de amistad.
Nivel 6. Es capaz de cortar el hilo de la vida de las personas, las frías ataduras de la muerte o los vínculos de amor verdadero.

Coste: 7 mo x nivel.

Comida
Puede salvarte de un apuro en niveles bajos, o servir para agasajar a un rey o terminar una hambruna en niveles altos.

Nivel 1. Crea una ración pobre o de agua
Nivel 2. Crea 1d6 raciones pobres/de agua o una buena
Nivel 3. Crea 2d6 raciones pobres/de agua o 1d6 buenas
Nivel 4. Crea un banquete para un grupo pequeño o suficiente agua para un baño
Nivel 5. Crea comida para alimentar a decenas
Nivel 6. Crea comida para alimentar a cientos

Coste: 10 mo x nivel.

Tamaño
Permite cambiar la talla y el volumen de las cosas. Solo se pude usar sobre un objetivo al mismo tiempo. Si se usa sobre objetos inanimados, el efecto será como el del nivel inmediatamente superior (salvo el 1), igual que si se usa parcialmente.

Nivel 1. Permite agrandar o reducir ligeramente objetos inanimados.
Nivel 2. Permite agrandar o reducir ligeramente seres vivos.
Nivel 3. Permite agrandar o reducir en una cuarta parte a seres vivos.
Nivel 4. Permite duplicar el tamaño de un ser vivo o reducirlo a la mitad.
Nivel 5. Permite cuadruplicar el tamaño de un ser vivo o reducirlo a un tamaño diminuto.
Nivel 6. Permite que un ser vivo alcance una talla jamás vista o reducirlo al tamaño de una mota de polvo.

Coste: 5 mo x nivel.

Arañas
¡Arañas!

Nivel 1. Un nido de arañas.
Nivel 2. Una colonia de arañas.
Nivel 3. Muuuuchas arañas.
Nivel 4. ¡Demasiadas arañas!
Nivel 5. ¡Hazlas parar!
Nivel 6. ¡AAAAAAAAAAAAAGGGGHHHHHH!

Coste: 5 mo x nivel

Gracias por leerme. Valmar Cerenor!




Ah, y he aquí un mensaje del Gran Maestre de la Orden del Hacha Naranja:

Únete hoy a a la Esforzadísima Orden del Hacha Naranja y apoya Un Paladín en el Infierno en Patreon.

sábado, 9 de marzo de 2019

Spell: Doom Skull

This is a translation of a post originally published in 2012. More posts in English here.

A spell for La Puerta de Ishtar. Beware: it can be too hardcore.

Level: 3

Effect: The person that is made the target of this spell will inevitably die in the same way as the victim of the sacrifice performed. The time it will take for the target to die is unknown, although it usually isn't less than three days nor more than thirty. The circumstances surrounding the death can be very diverse: if the target is doomed to die by stabbing, it may be the work of some bandits, they may stab themselves by accident, or a lover may betray them. The only way to avoid the terrible fate is to recover the charmed skull of the sacrificial victim and destroy it so the grim fat turns against the sorcerer that casted the spell.

Casting: The sorcerer must seek a victim that loved the target of the spell in any way--it may be romantic love, but also a family bond, an intimate friendship or even a bond between teacher and student, as long as it is strong. Once the victim has been found, the sorcerer will end their life following the appropriate ritual. The way the victim ultimately dies is irrelevant, save for the fact that the target will die in the same way, and also because the skull must be kept intact.

Once the sacrifice is over, that skull must be extracted and cleaned to carve the name of the target and the appropriate curses on its surface. The flesh must not be boiled out, as this would ruin the properties of the bone, but rather flesh-eating beetles must be employed to this end. The skull shall be placed in an altar surrounded by two lights fueled by the fat of a two-headed goat. Every day the skull shall be fed a piece of meat from a person that was born a slave but died free, by placing it in the skull's mouth. This shall be done until the skull suddenly turns into dust, as a sign that the target has perished.

Learning: The sorcerer that wishes to learn this spell must seek a cave not far away from Samarra, near the point were the Zab meetas the Idigna. This is the skull cave, named like that on account of its walls, almost totally covered by skulls. The sorcerer must go in alone, carrying the bones of someone he loved himself, and walk through the tunnel that descends to the deepest chamber. While they walk, they will keep hearing screams and cries from the cursed skulls, that moan without moving their lips, as if they did it from the inside of those that come to this place. Once in the deepest point of the cave, the sorcerer will fed the skulls that dwell there with the bones and finally place the skull they carry in an empty spot on the wall. Then the skull will explain in whispers how to cast the spell, only to start crying like the rest when it finish.

Thanks for reading. Valmar Cerenor!

sábado, 26 de enero de 2019

Miscellany of strange, curious and magic books - 2

This is a translation of a post originally published in 2016. More posts in English here.

I threatened with coming back and by God I'm gonna do it!

An interesting thing about medieval and modern poetry are the romanceros. Poems circulated around, be it in oral form or in loose pages, but a lot of people compiled the ones they liked in a book. Sometimes all of those got compiled in a single anthology. Does this remind you of something?

In D&D that would be a great way to see how spells are transmited. Maybe the wizard learns it or they find it in a loose page (what would a scroll) and they copy it into their book. And printed spellbooks can come out in the same way.

But this whole system has a big problem: there can be many mistakes if a spell is copied and copied again so many times. And at some point it can develop a great flaw that no one noticed. I'd like to see more wizards thst try to get as many versions of the same spell as they can to compare them until they find the most correct version before they try to cast it risking a face explosion. Tip: if it is a compilation of spells just from one author, however got them will likely be more careful than if they were compiling spells at random. There will also be experts that may be consulted.

As they exist in real life. Mostly that's how philology was born--to get the most perfect version of the homeric works, and afterwards, the most perfect version of the Bible to interpret it. Later it would cover other topics, of course, but let's think about a fantasy setting--a scholar would probably pay good money for a version of a sacred text he didn't know about to complete his map of how it's been transmited and copied.

Speaking of the transmission of sacred text. Have you heard about the Septuagint or the Bible of the Seventy? To translate the Tanakh into greek, seventy rabbis got together in a Insland off the coast of Alexandria to do it in the most accurate way possible, so they would do justice to the word of God. Sabotaging a similar event or trying to steal the translation before it arrived or stopping others from doing so can be a great way to introduce and adventure.

About translations and sacred languages I could talk a lot about our friend Alfonso X of Castile. One of the main reasons his famous translators school (which can be ground for a lot adventures by itself) translated texts into Castilian and not into more prestigious languages of the time like Latin, Arabic or Hebrew was because all of these were lithurgical tongues of a religion and he wanted to avoid it.

The court of a wise king is a great opportunity for enterprising bookhounds, as they can basicaly sell almost any books that comes from antiquity: mathematics, science, literature... And also the king himself produces his own books. Alfonso X invented the d8 and he uses it in some of the games from his... Book of games.

A wise king also gives his capitol and atmosphere of city of culture like Bohemia under Rudolf II or London under Elizabeth I with John Dee. In those time and places it would be dirt easy to buy and sell books on alchemy, kabbalah and esoteric matters... Most of them fake.

And, related to this, books with secret codes. We have already talked about the Voynich manuscript, but there are other things, although there are generally very exaggerated, like saying that Plato's books have a secret code based on the harmony of the twelve musical notes. Hidding something in a secret code is not as reliable as hidding an esoteric knowledge through symbols, like alchemy books that used emblems and symbolic carvings. Also, this kind of initiatic books have another funny trait and it is that everything at the beginning is boring fluff to discourage the curious and screen those that are really commited to reaching the knowledge.

Speaking of which, have you heard about the Fama Fraternitatis from the Rosicrucians? It was a sort of manifesto of the order that appeared in the 17th century making a call to the intellectuals of Europe. It was probably a joke made by some funny university students, but people took it seriously and it produced an explosion of similar texts across the continent. Suddenly, everyone seemed to be Rosicrucian.

But going back to the topic of secret codes, I want to tell you an interesting anecdote that could take place in games with a more recent setting. Two investigators were detained by the Spanish police while they were obtaining data for an ethnolinguistic atlas of the Iberian Peninsula, as the Spanish civil war was not so long ago and authorities were convinced that they were soviet spies and their phonetic symbols were actually the cypher they were using to gather data.

Some more details... Someone brought to my atenttion the blog of an illustrator that makes great Cthulhian illos as if they were pages from a horrible tome, take a look, it is House of the necromancer.

On the other hand, I already talked about living books or with living parts back in the day, but I have found something new reading The Invisibles. What if you found the head of a dead prophet that was still saying prophecy?

Books of prophecy like Nostradamus' are interesting and could have a good market. Tell the Sybil about it:
Centuries ago, concurrent with the 50th Olympiad, not long before the expulsion of Rome's kings, an old woman "who was not a native of the country" (Dionysius) arrived incognita in Rome. She offered nine books of prophecies to King Tarquin; and as the king declined to purchase them, owing to the exorbitant price she demanded, she burned three and offered the remaining six to Tarquin at the same stiff price, which he again refused, whereupon she burned three more and repeated her offer. Tarquin then relented and purchased the last three at the full original price, whereupon she "disappeared from among men" (Dionysius).
Or it could also be very interesting to get the records of an oracle with all the prophecies said by the pythoness crossed with the people that recieved them, so you could take advantage of them.

There is also a thing about books really fucking big:


Aren't they great? I haven't seen one THAT fucking big, but I've gotten my hands on an illustrated edition of Dante's Divine Comedy (with the pictures of Delacroix), Spanish in one page and Italian in the other, with big letters. It looked ready to eat smaller books it had to share the shelf with. There goes a picture I took:


Another interesting thing about the transmission of texts and their wisdom are posthumous books like Saussure's Course in General Linguistics or Da Vinci's A Treatise on Painting, that were compilated and published by their students after their deaths.

And I don't want to end without telling you about the "pliegos de ciego" (blind man leaves), that were pretty much proto-newspapers. Blind men wandered around telling macabre stories in verse so people could hear them and give them some coins and, usually, he carried printed copies to sell. Has anyone said that an adventure about tracking a certain blind man to get their story for a rich colectionist is a good idea? Because they ar right.

Thanks for reading. Valmar Cerenor!


 Part 3 (coming soon)

sábado, 3 de noviembre de 2018

Miscellany of strange, curious and magic books 1.5

This is a translation of the second part of a post originally published in 2014. More posts in English here.

Translator note: this is the second part of the original post, where I added stuff I forgot and was recommended to me.

EDIT 9/6/14 (see how I was forgetting things?):

Master Antonio brought to my attention the severe lack of Milo Rambaldi on this post, and I can't agree more, especially because it lets me talk about to interesting characters.

On one hand we have Nostradamus. Books full of predictions of the future written in a cryptic and consufing way are something that should be more present in fantasy worlds, especially if the prophecies can't be totally trusted. That remembers me of more stuff about Terry PRatchett, this time with Neil Gaiman, in Good Omens: the idea of a 17th century witch had written a book of prophecies so accurate that her heirs (one of them the protagonist of the novel) could live up until that point profiting from interpreting the book.

On the other hand we have Da Vinci. What haven't been said about Da Vinci and his books?


The personal notebooks of a genious describing advanced theoretical concepts and slightly anachronic artifacts can also be a lot of fun.

And now that we talk about Da Vinci's notes, maybe more than one of you already know that he wrote them using mirrored script (from right to left, reversing the chracters accordingly). Some say that it was because he was left-handed and that made it easier for him, but there are also some that say that it was to make them harder to read. But of course there are people that say that Plato used to hide secret messages in their texts that can only be decyphered with musical harmony, so go figure.

Before leaving the topic of Da Vinci, don't forget that paintings can also be a valuable source of information, even if they are not written word. See you the next time I remember something!

EDIT 9/6/14 (yeah, more):

Master Tzmize has brought to me an interesting compilation by his own hand dedicated to spellbooks that can be used in World of Darkness. There are both historical ones with links to Wikipedia as well as ones from White Wolf with links to his own blog (my favorite one is el Salmo del Consolador). And now that we are talking abuot compilations, another specially useful resource is this Wikipedia article: "Books in the Cthulhu Mythos".



EDIT 12/27/14 (yeah, more):

Cool books from Telecanter.

EDIT 9/28/15 (wow):

Where are books kept? Famous libraries like Alexandria or Ninive. Some rulers had especially harsh ways to obtain new books... Ashurbanipal justified his conquests in part to obtain tablets with spells that helped him secure his reign. The lost library of Ivan the Terrible with incredible valuable books hidden in the tunnerls under the Kremlin. Books would also be one of the most valuable trasures of churches and cathedrals, which are already full of works of art and relics.

The ways in which books can be kept, like chaining them to shelves or bookrests -- you could easily tell if a book was stolen due to the mark left by the chain being ripped out. Also, keeping it in well closed chests with strong padlocks, that weight so much that it is very hard to take them. Or, if there wasn't enough money for that, a curse written on the first pages of the book would suffice, so it would affect anyone who found it and didn't try to give it back. In a fantasy world these curses would probably be a lot more scary.

I have always found funny those triangle-shaped niches that make it easier to store scrolls.

More formats: bejewelled books or books with fine decoration are luxury objects by themselves. Giant books carved in stone. Bamboo or wooden rods written on and bound. Dwarven books contained in the form of energy in power gems. Oral traditions or people that just knows one or more books by heart.

Indexes of forbidden books and how they are burned. The favorite pastime of Torquemada. Well, besides written them himself. Censorship can also play an interesting role, like parts of the books that are obscured or edited out.

The Burning of books and burying of scholars -- after a period of strong freedom of thought that breeds a pletora of schools it comes a strong state repression. Lots of lost books. It wouldn't be a bad time to start a Bookhounds of Vornheim campaign.


Source
Arnold K. from Goblin Punch, really likes books that affect reality and their readers in a very direct way. For example The Madness of Avool, as we have already discussed, but also the book of Dvang-Ungal, written by an ancient civilization that makes anything who peruses it feel the need to recreate that civilization as it was detailed in the book. Or sickness that are contracted through hearing someone talk about them.

And another thing: the arcane librarian class in D&D3.5. A mage so versed in magical writting that it can cast spells without having learned them. After a while, they themselves can become books absorbing the writting, that is shown in their skin.

Information sources about magic in Slayers.

EDIT 2/15/16:
An essential part of the catalographic description of a book is the transcription of it's first page. [...] In this case the criteria are totally different: the whole page must be transcribed and with as much fidelity as possible. This fidelity has been taken to such an extreme, that there have even been bibliographers that have preferred the rigurous description, with notes about measurements, denomination of typographies, etc. to the page facsímil.

I have already discussed personal journals, but travel diaries like those of Marco Polo are also interesting. It is largely the format in which the setting of Yoon-Suin is presented.

EDIT 2/23/16 (it never ends):

This medallion is something you could perfectly find in a dungeon and is more valuable for the intel it can give than for being just another medallion.
Vinokurov medallion, pass for the Yuan court palace. The text is written in the 'Phags-pa alphabet.

Aren't you tired that your cultists always have a perfect version of the Necronomicon? Check these 16 reasons why it can't be hard to interpret a text.

As seen in that post, censorship of any kind is an important fact whendealing with books. Many adventures could spawn just from trying to get a uncensored version of a text, probably hidden somewhere to keep it from being found by the authorities, like that copy of El Lazarillo de Tromes and other works that were found in a house and changed a bit the interpretation of the text.

Speaking of censorship, here's something from Goblin Punch:
Yes, the Mouthless Order is is charge of making sure that long-lost information stays hidden.  They're the ones that are waiting for you when you come out of the dungeon, willing to pay you handsomely for the ancient tome you just recovered, which they will then burn in front of you. (Those who refuse this generous offer are killed.)  They are (partially opposed) in their mission by the Luminous Order, who work to recover lost knowledge, especially the lost history of the Church itself.
Another thing that can give us information is the text that surrounds the text itself, that is, the paratext, things like the cover with it's year and place of printing, or the dedicatory, or the permit to print it, or the bit that said how much the paper of the book was worth, or the colophon, were, if it was a manuscript, it usually was indicated when the copy was finished, usually, thanking God.

Or also if a text has illustrations or not. Some times, like in the manuscripts we have of El Conde Lucanor, illustrations are mentioned and the space is there, but the pictures where never made. Or, usually, the editor would leave a mark in the shape of a shield or emblem, as mark of his house. It isn't much different to what happens now a days, it's just that back then they rocked more:



Book collections are also interesting. An obvious example are national libraries or great city libraries, although they are relatively news. And they always have a rare book room that can be accessed by anyone: you need to prove that you are an investigator, and in some you may even be required to provide proof of your address to get credentials. It is great.

Speaking of things, not so long ago, New York's library has liberated a lot of maps, so you maybe would like to check them out.

Another case are archives where some author's writtings and related stuff are kept, for example, the one for Miguel Hernández. It is interesting because town councils have to pay the family to keep it and not so long ago it had to be moved because the poet's hometown decided that it wasn't profitable.

Or sometimes a collectionists appears and takes just everything because he likes it, like Archer Milton Huntington. He came to Spain on the first years of the 19th century and started buying old codices, paintings, laces and anything that smelled like Spain. He even bought the whole library of a noble that was drowning in game debts. He took it all back to America and founded the Hispanic Society of America, that is still today one of the main places to look for codices and manuscripts. This is the kind of unexpected and extreme event that can make the PCs a fortune or leave them beaten down if they don't know how to react.

Or, for example, a rich NPC that buys any text related to a topic that he is obsessed with is always a good idea.

If someone from the 17th century saw The Book Barn, they would have a heart attack. Half a million books left there without any order:


Source

Back then paper was so expensive that people used to take notes on books. Probably not many people ever saw so many books together in their life. Speaking of that, sometimes a book can be more important due to who it belonged rather than what it is. Imagine all the things an interesting guy could have been writing in the margins of his books lacking other way to do it.

Speaking of not having something at hand. Have you heard about nictography? It is a kind of tachygraphic writing that is made with a device that allows to write in complete darkness with its own alphabet. I wonder if someone who has to spend a lot of time underground and needs to save torches and lamp oil would see any use for something like that...


Source

Thanks for reading. Valmar Cerenor!

PS: do read the original comments, where there are more cool things!

viernes, 2 de noviembre de 2018

Conjuros para TyG: Hablar, Impacto y Pelo

Saludos, muníficos lectores.

Aquí dejo tres conjuros para Tesoro y Gloria que me pueden venir bien para las campañas que dirijo y quizá a vuesencias también.

Hablar

Permite comunicarse con animales, plantas o incluso objetos inanimados y pedir favores. Dura una hora.

Nivel 1. El conjurador puede hablar con las plantas o la roca, que contestarán dentro de sus capacidades.
Nivel 2. El conjurador puede hablar con un tipo concreto de animal.
Nivel 3. El conjurador puede pedir pequeños favores a las plantas o la roca como que abran un camino, retengan a una persona similar.
Nivel 4. El conjurador puede hablar con cualquier tipo de animal.
Nivel 5. El conjurador puede hablar cualquier lengua y además puede pedir un único favor a un animal, que lo cumplirá sin rechistar.
Nivel 6. El conjurador puede pedir un favor a un grupo de animales.

Coste: 5 mo x nivel.

Impacto

Refuerza un arma cuerpo a cuerpo (incluidos puños o pies), añadiéndole tantos d6 como el nivel del conjuro al daño del próximo ataque con éxito. A nivel 3 mejora en uno el DA y a nivel 5 lo mejora en 2.

Coste: 6 mo x nivel.


Pelo

Permite hacer crecer o controlar el pelo para distintos usos como golpear a los enemigos, cubrirse de una armadura capilar, retener a personas o incluso volar.

Nivel 1. Hacer crecer y golpear. Embelesar con su lustrosidad.
Nivel 2. Atrapar y enredar.
Nivel 3. Proteger y endurecer (+1 a CA por nivel por encima de 2 si se usa así).
Nivel 4. Manipular y hacer tareas delicadas.
Nivel 5. Transportar.
Nivel 6. Poder capilar infinito.

Coste: 8 mo x nivel.

Gracias por leerme. Valmar Cerenor!

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!

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!


miércoles, 18 de octubre de 2017

Conjuros barbudos

Saludos, muníficos lectores, como ustedes bien saben, un mago sin barba es solo un elfo que no pelea bien, por ello hoy les traigo una lista de conjuros relacionados con barbas para Lamentations of the Flame Princess.


Animar barba.
Nivel: 5
Duración: 1 turno/nivel
Alcance: 0
Una barba tupida a elección del lanzador adquiere la capacidad de moverse por sí misma siguiendo las órdenes verbales de su dueño, no del mago. La barba tiene una fuerza igual a su longitud en centímetros dividida entre 5 y tantos dados de golpe como un tercio de esa fuerza.


Barba a acero.
Nivel: 6
Duración: 1 turno/nivel
Alcance: 40m
El objetivo de este conjuro solo puede ser una barba de al menos medio metro de longitud. Una vez lanzado, el hechicero puede escoger dos opciones: o bien la barba envuelve a su portador y se convierte en una resistente armadura de acero (dándole +1 a su armadura) o bien lo atrapa y se convierte en una ligadura casi irrompible.


Barba de contención.
Nivel: 3
Duración: 1 turno/nivel + 1d6 turnos
Alcance: 0
Una barba de al menos medio metro hechizada con este conjuro se convierte en una barba de contención, que funciona igual que una bolsa de contención, pudiendo introducirse en ella toda clase de objetos. Una vez pasa la duración del conjuro, cualquier objeto que permanezca en ella es expulsado con cierta fuerza (los objetos frágiles pueden romperse).


Barba de enredo.
Nivel: 1
Duración: 1 turno/nivel
Alcance: 2m/nivel
La barba del hechicero crece y atrapa a criaturas hostiles próximas entre sus cabellos, impidiendo que escapen. Puede atrapar tantos DG como el nivel del lanzador. Así, por ejemplo, un mago de nivel 2 podrá atrapar a dos criaturas de 1DG o una de 2DG. El hechicero no escoge las criaturas, sino que la barba atrapa todas las que pueda que estén a su alcance, empezando por las que tengan menos DG.


Barba llameante.
Nivel: 3
Duración: 1 turno/nivel
Alcance: 0
La barba del lanzador se cubre de llamas que no le queman a él mismo ni sus posesiones, pero sí pueden prender fuego a otros objetos inflamables o producir daño por fuego. Los enemigos con menos nivel que el lanzador tienen un penalizador de -1 a sus tiradas de moral en su presencia.


Barba voladora.
Nivel: 3
Duración: 2d6 + 1 turno/nivel
Alcance: Toque
Igual al conjuro Volar, pero con más duración y necesitas una barba de al menos metro y medio.


Castigar imberbes.
Nivel: 7
Duración: Instantáneo
Alcance: 2m/nivel
Por el poder de los espíritus barbudos, todos aquellos que no tengan barba en un radio igual al alcance del conjuro sufren 3d6 de daño, sin tirada de salvación.


Crear lazo de amor barbudo.
Nivel: 1
Duración: (como Hechizar persona)
Alcance: 40m
Similar a Hechizar persona, pero solo tiene efecto si tanto el lanzador como el objetivo tienen barba. Funciona con humanoides de hasta seis DG.


Crecimiento capilar explosivo.
Nivel: 3
Duración: Permanente
Alcance: Toque
El objetivo de este hechizo solo puede ser un ser vivo. Sin importar si puede dejarse barba o no, su vello facial crecerá de forma exponencial hasta volverse larguísimo e igualar en peso a la mitad de su portador, haciendo que le sea complicado moverse.


Hablar con barbas.
Nivel: 3
Duración: 1 asalto/nivel
Alcance: 0
El lanzador puede comunicarse tanto con barbas como con criaturas de vello facial. Puede hacer preguntas a las barbas y recibir respuestas, así como solicitar que se muevan para abrir un camino que estuviera cubierto por ellas. El hechizo no hace a las barbas más amigables o cooperativas de lo normal. Si el lanzador le cae bien a una barba, esta podría hacerle favores o algún otro servicio.


Maldición de ausencia de barba.
Nivel: 1
Duración: 1 semana/nivel
Alcance: 5m/nivel
Al objetivo de este conjuro se le caerá inmediatamente la barba y no le crecerá durante la dureación del hechizo.


Rayo de fabuloso vello facial.
Nivel: 3
Duración: Permanente
Alcance: 15m
El objetivo de este hechizo solo puede ser un ser vivo. Si el conjuro surte efecto, la longitud de su barba se multiplica por dos. Si no tenía barba, pero sí la capacidad de dejársela, obtiene una de 30 centímetros. Si no tenía la capacidad (el caso de la mayoría de mujeres, elfos, niños, etc.) recibe una de 15 centímetros. La barba será sedosa y bien cuidada.


Regenerar de vello facial.
Nivel: 1
Duración: Permanente
Alcance: Toque
El objetivo de este conjuro regenera su vello facial hasta la máxima longitud que este tuviera en algún momento de los últimos tres días. Esto solo tiene en cuenta la longitud conseguida por crecimiento natural y no por el uso de magia.


Gracias por leerme. Valmar Cerenor!

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