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Kyeudo
2009-08-04, 04:16 PM
As everyone who has ever tried to use the Truenamer from the Tome of Magic knows, Truename Magic as written does not work. Unless you optimize your Truespeak check to the absolute maximum, including using such things as custom magic items and item familiars, you cannot have a reasonable chance of affect yourself or your allies with Truename magic, let alone a boss encounter several CRs above your level.
Further, the Truenamer lacks options. You are nearly straightjacketed into a single build to be effective, with only minor variations possible without shooting yourself in the foot. Few of the utterances that a Truenamer has access to are significantly different from what an equivalently leveled wizard or cleric could perform and are often much weaker.
To compound the problem, the presented prestige classes suck, with the possible exception of the Fiendbinder. They don't offer any interesting abilities and they more often than not lag behind their base class equivalents. None of them advance the Truenamer base class in any meaningful way, so only straight classed Truenamers get access to higher level utterances.

So, I decided to overhaul the entire Truename Magic system. Now, the presented fix is not too radically different from the existing system. Every utterance that previously existed still exists, the truenamer's utterance progression only had small tweaks made to it, and most of the feats are largely unchanged. The most severe changes are changes made to the levels and durations of many of the existing utterances, the addition of over a dozen utterances to the Lexicon of the Crafted Tool and the Lexicon of the Perfected Map, and the addition or redesign of several prestige classes.

If you have any suggestions, comments, insults, etc. please feel free to share. I can't make it better if no one tells me anything.

Printable Version by Quirken (Not 100% finished) (http://www.scribd.com/doc/20615649/Truenamer-Homebrew)

Those that have already contributed to this fix:

Zaq
Draz74
Quirken
Ankh


Without further ado, I give you:

Kyeudo
2009-08-04, 04:17 PM
The Truenamer

A truenamer studies the words that comprise the fabric of existance. Long hours of practice and memorization have allowed him to master the language by which the universe defines itself and through it can bend reality to their will.


Alignment: Any
Starting Gold: 4d4 x 10
Starting Age: As Wizard
Hit Dice: d6

Class Skills

The Truenamer's Class Skills are Bluff, Concentration, Craft, Decipher Script, Diplomacy, Knowledge (All skills taken individually), Listen, Perform (oratory), Profession, Sense Motive, Truespeak, Use Magic Device, and Speak Language.
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Truenamer

Weapon and Armor Proficiency: You are proficient with simple weapons and with light armor, but not with shields.

Known Personal Truename: You know your own personal truename. You cannot pronounce it automatically; doing so requires a Truespeak check as normal (including the +2 difficulty for speaking a personal truename). Because it's your personal truename, however, you get a +4 bonus on the check.

Utterances (Sp): You have the ability to speak utterances, powerful combinations of truenames that can alter the world in fundamental ways. Utterances exist in three lexicons: The Lexicon of the Evolving Mind, the Lexicon of the Crafted Tool, and the Lexicon of the Perfected Map. You begin play knowing two utterances from the 1st level of the Lexicon of the Evolving Mind, and you gain one utterance from this lexicon at each truenamer level you attain. You gain access to higher levels of utterances at the levels indicated on the table. When you gain access to higher level utterances, you can choose an utterance from that level or from a lower level, if you wish. Each utterance represents hundreds of truenames in your repertoire.
The Difficulty Class for a saving throw against your utterances is equal to 10 + 1/2 your character level + your Int modifier.
Begining at 3rd level, you also gain access to 1st level utterances of the Lexicon of the Crafted Tool, allowing you to alter objects with your truenames. You gain access to higher level utterances from this lexicon at 7th, 11th, 15th, and 19th levels, as indicated on the table.
Begining at 8th level, you also gain access to 1st level utterances of the Lexicon of the Perfected Map, allowing you to alter places with your truenames. You gain access to higher level utterances from this lexicon at 12th, 16th, and 20th levels, as indicated on the table.
Upon reaching 3rd level, and at every level thereafter, a truenamer can choose to learn a new utterance in place of one he already knows. In effect, the truenamer "loses" the old utterance in exchange for the new one. The new utterance’s level must be the same as that of the utterance being exchanged, it must come from the same lexicon as the exchanged utterance, and it must be at least one level lower than the highest-level utterance the truenamer can speak from that lexicon. A truenamer may swap only a single utterance at any given level, and must choose whether or not to swap the utterance at the same time that he gains new utterances known for the level.

Knowlege Focus (Ex): As a truenamer, you spend a great deal of time studying the world around you in an effort to learn new truenames. At 2nd level and every five levels thereafter, you gain a permanent +3 bonus on a Knowledge skill of your choice. Each time you gain this ability, you can apply it to a different Knowledge skill or to the same Knowledge skill, if you want to focus on a particular area of expertise.

Skill Focus (Truespeak): At 3rd level, you gain Skill Focus (Truespeak) as a bonus feat. If you already have Skill Focus (Truespeak), you can instead take any truespeach-related feat you meet the prerequisites for instead.

Bonus Truename Feats: At 5th, 10th, and 15th level, you gain a bonus feat. This feat must be a truespeach-related feat and you must meet the prerequisites to take that feat.

Speak Unto the Masses (Su): At 13th level, you have the ability to affect a number of creatures with a single powerful utterrance. You can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although you could use it against a different group of a different creature type each round. No two of the creatures you wish to affect can be more than 30 ft apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR) creature in the group. For each creature you wish to affect beyond the first, the DC of your Truespeak check increases by 2. The Law of Resistance still applies to utterances altered with Speak unto the Masses, but only counts as one use of that utterance, not once per creature affected. You cannot speak a personal truename while using Speak Unto the Masses.

Say My Name and I Am There (Su): At 20th level, you develop a truename -- not your personal truename, but a sort of true nickname -- that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can apear at that creature's location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so.
Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.


The Truenamer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Lexicon of the Evolving Mind|Lexicon of the Crafted Tool|Lexicon of the Perfected Map

1st|
+0|
+0|
+0|
+2|Known Personal Truename|
2|
-|
-

2nd|
+1|
+0|
+0|
+3|Knowledge Focus|
3|
-|
-

3rd|
+2|
+1|
+1|
+3|Skill Focus (Truespeak)|
4|
1|
-

4th|
+3|
+1|
+1|
+4||
5|
1|
-

5th|
+3|
+1|
+1|
+4|Bonus Truename Feat|
6|
2|
-

6th|
+4|
+2|
+2|
+5||
7|
2|
-

7th|
+5|
+2|
+2|
+5|Knowledge Focus|
8|
3|
-

8th|
+6/+1|
+2|
+2|
+6||
9|
3|
1

9th|
+6/+1|
+3|
+3|
+6||
10|
4|
1

10th|
+7/+2|
+3|
+3|
+7|Bonus Truename Feat|
11|
4|
2

11th|
+8/+3|
+3|
+3|
+7||
12|
5|
2

12th|
+9/+4|
+4|
+4|
+8|Knowledge Focus|
13|
5|
3

13th|
+9/+4|
+4|
+4|
+8|Speak Unto the Masses|
14|
6|
3

14th|
+10/+5|
+4|
+4|
+9||
15|
6|
4

15th|
+11/+6/+1|
+5|
+5|
+9|Bonus Truename Feat|
16|
7|
4

16th|
+12/+7/+2|
+5|
+5|
+10||
17|
7|
5

17th|
+12/+7/+2|
+5|
+5|
+10|Knowledge Focus|
18|
8|
5

18th|
+13/+8/+3|
+6|
+6|
+11||
19|
8|
6

19th|
+14/+9/+4|
+6|
+6|
+11||
20|
9|
6

20th|
+15/+10/+5|
+6|
+6|
+12|Say My Name and I Am There|
21|
9|
7[/table]

Maximum Utterance Level Known
{table=head]Level|Lexicon of the Evolving Mind|Lexicon of the Crafted Tool|Lexicon of the Perfected Map

1st|
1|
-|
-

2nd|
1|
-|
-

3rd|
2|
1|
-

4th|
2|
1|
-

5th|
2|
1|
-

6th|
3|
1|
-

7th|
3|
2|
-

8th|
3|
2|
1

9th|
3|
2|
1

10th|
4|
2|
1

11th|
4|
3|
1

12th|
4|
3|
2

13th|
4|
3|
2

14th|
5|
3|
2

15th|
5|
4|
2

16th|
5|
4|
3

17th|
5|
4|
3

18th|
6|
4|
3

19th|
6|
5|
3

20th|
6|
5|
4[/table]

Kyeudo
2009-08-04, 04:19 PM
Truespeak (Int; Trained Only)
Use this skill to master the torturous pronunciation of truenames, each of which involves a dozen syllables, precise timing, and vocalizations foreign to even the most multilingual character. If you're a truenamer, you use this skill every time you deliver an utterance.

Check: You can pronounce truenames, identify an utterance, and perform truename magic. The DC and the effect of a successful check depend on the task you attempt.
{table=head]Task|Truespeak DC
Speak an Utterance from the Lexicon of the Evolving Mind*|DC 15 + (Utterance Level x 2) + Creature's CR
Speak an Utterance from the Lexicon of the Crafted Tool*|DC 15 + (Utterance Level x 2) + Object's Caster Level
Speak an Utterance from the Lexicon of the Perfected Map*|DC 25 + (Utterance Level x 5) [+ 5 if the location is magical]
Identify an utterance as it is spoken|DC 15 + Utterance Level
Identify a Truespeak effect that is already in place|DC 20 + Utterance Level
Identify a bottled echo|DC 20 + Utterance Level
Whisper of Opening*|DC 15
Whisper of Radiance*|DC 15
Whisper of Motion*|DC 15
Whisper of Fire*|DC 15 + Targers's CR
Echo of Magic*|DC 15
[/table]
*Subject to the Law of Resistance
Note: For the purpose of determining a PC's Challenge Rating, assume that it is equal to his Effective Character Level.

Spells
A spell is an object and so can be affected by some Utterances from the Lexicon of the Crafted Tool. A spell uses the caster level it was cast at to set the DC of a Truespeak check that targets the spell. If you have not successfully identified the spell (through a successful Spellcraft check or some other ability), the Truespeak DC increases by 5.


The following are spell-like abilities, equivalent to a 0 level spell. They have an effective caster level of 1.

Whisper of Opening
You can open or close (your choice) a door, chest, box, window, bag, bottle, or any other container with a single word. If anything resists this activity, the spell fails. This effect only works on ordinary objects that are withing 60 feet and cannot affect anything beyond 30 pounds in weight.

Whisper of Radiance
Your words cause an object within 60 feet to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet). The effect is immobile but can be used on a mobile object. Such light taken into an area of magical darkness does not function. This effect lasts for one minute and does not work on any magical object or any unwilling attended object.

Whisper of Motion
A few words of Truespeech and some concentration are all you need to move a small object around the room. You can only affect unattended, mundane objects weighing a pound or less and the object must be within 60 feet. Each round you concentrate, you can move the object 10 feet. You can concentrate on this effect for up to 5 rounds.

Whisper of Fire
With a single word, you cause a bright spark of flame to come into existance. This small burst of fire deal 1 point of fire damage to one creature or object withing 60 feet. This fire damage is enough to light extremely flamable substances, such as oil or paper, on fire. When used on an object, use the object's caster level (if it has one) in place of it's CR.

Echo of Magic
You speak a word of Truespeach to an item in your hands and the magic within that item resonates with the language of the universe. This causes the magic item you hold to produce a musical chime, the pitch and tone of which changes depending on the school of magic associated with it. You can identify that school with a Spellcraft check (DC 15 + half the object's caster level). Using this effect on a nonmagical item produces no sound.

Action: Speaking a truename is a standard action that provokes attacks of oppourtunity.
Try Again: Yes.
Synergy: If you have 5 or more ranks in Truespeak, you gain a +2 bonus in any Knowledge checks made to conduct truename research.


Discovering a Personal Truename


The simplest way to discover a personal truename is for someone to teach you that creature's personal truename. With only a minute or two of practice, you can understand that truename well enough to use it yourself. Of course, truenamers tend to be very protective of the truenames they know, so most will not part with them without some form of compensation.

You can also find out the personal truename of a person, place, or object using a combination of mundane and magical research techniques, but the search can be an expensive, time-consuming process as you try to track down the name of just one person amoung millions.

It takes a successful Knowledge check in the relevant subskill (Knowldege (dungeoneering) for an aberration's truename or Knowledge (engineering and archetechture) for a building's truename) to discover a personal truename. The DC of this check is equal to 20 + the creature's CR, 20 + the object's caster level (if it has one), or is based on the relative importance of a location (see below). If you have the bardic knowledge class feature, you can substitute bardic knowledge checks for the Knowlege check.

Just one success is rarely enough to discover a personal truename. You need a number of successes equal to 1/2 the creature's CR, 1/2 the object's caster level, or to some number based on the relative importance of the location (minimum 1; see below). Each Knowledge check to discover a personal truename takes one week and cost 1000 gp (for various research supplies, library fees, bribes, meditative incense, and so on). Spells cast as part of truename research need not be cast by you, but must be cast with the intent of discovering the researched truename.

The research process is interruptible at any time. If you need to go adventure, just keep track of how many successful checks you've made so far, then resume your research when your schedule allows.

Personal Truename Research DCs
{table=head]Subject|Difficulty Class|Number of Checks Required
Creature|DC 20 + creature's CR|1/2 creature's CR
Object|DC 20 + object's caster level|1/2 object's caster level
Spell|DC 20 + (3 x spell's level)| Spell's level
Common location (such as a tavern)*|DC 25|2
Important Location (such as a king's palace)|DC 30|5
Famous Location (such as the Cliffs of Despair)|DC 35|7
Legendary Location (Such as the Forge of Moradin)|DC 40|10
Secret or hidden location (such as the secret lair of a word dragon)*|DC 50|15
[/table]
*considered obscure. See below.

Spells: Each kind of spell has a personal truename that applies to every casting of that spell. For example, if you know the personal truename of magic missile, it applies to every magic missle spell, regardless of who casts it.

Obscure Creatures: Ironically, it can be somewhat easier to research the personal truename of an ancient lich than a lowly goblin scout. Histories will periodically mention the lich's unholy deeds and previous truename researchers may have made progress on the truename (and recored that progress), but it's unlikely that anyone has ever cared to know the goblin's truename, so mundane texts won't help much.
Creatures with a CR of less than 10 (or objects with a caster level of less than 10) are considered to be obscure unless they have historical or political importance. You can't even attempt to research the truename of an obscure creature without magical aid of some sort, usually some sort of divination spell, and even then you take a -4 penalty on the check.

Personal Truename Research Modifiers
{table=head]Condition|Modifier
Staff of research assistants|
+2|
You know who the subject's parents are|
+1|
You know who the subject's grandparents are|
+2|
You know who the subject's great grandparents or beyond are|
+4|
You know who the object's creator is|
+2|
You know the architect who designed the structure|
+2|
You have met/visited the subject|
+1|
You have spent more than a month in proximity to the subject|
+2|
You are related to the subject (or you are the subject)|
+4|
You have 5 ranks in Truespeak (synergy)|
+2|
You have the Truename Research feat|
+2|
Subject is considered obscure (see above)|
-4|
Subject has the Obscure Personal Truename feat|
-4|
Subject is under the effects of a hidden truename spell|
-8|
Commune spell|
+2|
Divination spell|
+4|
Contact other plane spell|
+2|
Legend lore spell|
+6|
[/table]

Starting Play with Personal Truenames: With the Dungeon Master's permission, you can begin play knowing the personal truenames of other creatures, objects, and places that you could logically have investigated already. Each such truename counts against your starting gold like a magic item. Truenames costs (1500 gp x the number of checks normall required to discover the creature's truename). For example, the truename of your 6th level ally costs 4500 gp to know at charcter creation.

Kyeudo
2009-08-04, 04:20 PM
Truename Feats

The following feats are of interest to anyone who deals with truenames on a regular basis, whether they are truenamers, dabblers in Truespeak, or opposed by those wielding the power of utterances.

Inflection Feats
Similiar to the way that a spellcaster learns metamagic feats to modify the way in which he casts spells, a Truenamer learns to modify his Utterances with Inflections. Each Inflection raises the Utterance's Truespeak DC, but increases the power of the Utterance in some way. Speaking an inflected utterance takes no more time than speaking an ordinary utterance unless otherwise stated.

Feat Discriptions

Truename Training
Unlike most of your peers, you have discovered the secret power of truenames.
Benefit: The Truespeak skill is a class skill for you, no matter what class you actually choose. If you purchased ranks in Truespeak as a cross-class skill, you immediately gain additional ranks in Truespeak as if it had always been a class skill for you.
Normal: The Truespeak skill is a class skill only for truenamers.

Least Utterance of the Evolving Mind
Your mastery of Truespeech has led you to the understanding necessary to perform a simple Utterance from the Lexicon of the Evolving Mind.
Prerequisites: Truespeak 6 ranks.
Benefit: You learn one 1st level utterance from the Lexicon of the Evolving Mind.

Lesser Utterance of the Evolving Mind
Your further mastery of Truespeech allows you to wield its power more effectively against creatures.
Prerequisites: Truespeak 9 ranks, ability to speak at least one utterance.
Benefit: You learn one 2nd level utterance from the Lexicon of the Evolving Mind.

Greater Utterance of the Evolving Mind
Your studies of Truespeak unlocks some of its greater secrets, granting you great power over your fellow beings.
Prerequisites: Truespeak 12 ranks, ability to speak at least two utterances.
Benefit: You learn one 3rd level utterance from the Lexicon of the Evolving Mind.

Least Utterance of the Crafted Tool
As you strive for more mastery of Truespeech, you gain more power over the universe around you. You can now use the power of Truespeech to affect objects.
Prerequisites: Truespeak 9 Ranks, ability to speak at least one utterances.
Benefit: You learn one 1st level utterance from the Lexicon of the Crafted Tool.

Lesser Utterance of the Crafted Tool
Your ability to manipulate objects with words of Truespeak improves.
Prerequisites: Truespeak 12 Ranks, ability to speak at least two utterances.
Benefit: You learn one 2nd level utterance from the Lexicon of the Crafted Tool.

Least Utterance of the Perfected Map
The power of Truespeech can alter the state of reality itself. Reaching towards this great power, you have mastered an utterance from the Lexicon of the Perfected Map.
Prerequisites: Truespeak 12 ranks, ability to speak at least two utterances.
Benefit: You learn one 1st level utterance from the Lexicon of the Perfected Map.

Utterance of the Evolving Mind
Your mastery over the truenames of creatures continues to expand.
Prerequisites: Truespeak 9 ranks, ability to speak utterances from the Lexicon of the Evolving Mind.
Benefit: You learn one utterance from the Lexicon of the Evolving Mind. The level of this utterance can be no greater than the highest level utterance you know from the Lexicon of the Evolving Mind.
Special: You can take this feat more than once.

Utterance of the Crafted Tool
Your mastery over the truenames of objects continues to expand.
Prerequisites: Truespeak 12 ranks, ability to speak utterances from the Lexicon of the Crafted Tool.
Benefit: You learn one utterance from the Lexicon of the Crafted Tool. The level of this utterance can be no greater than the highest level utterance you know from the Lexicon of the Crafted Tool.
Special: You can take this feat more than once.

Utterance of the Perfected Map
Your ability to alter the world around you with the power of truenames continues to expand.
Prerequisites: Truespeak 15 ranks, ability to speak utterances from the Lexicon of the Perfected Map.
Benefit: You learn one utterance from the Lexicon of the Perfected Map. The level of this utterance can be no greater than the highest level utterance you know from the Lexicon of the Perfected Map.
Special: You can take this feat more than once.

Truename Research
You have a knack for finding out the truenames of friends and foes alike through study and investigation.
Prerequisites: Truespeak 9 ranks.
Benefit: You gain a +2 bonus on Knowledge checks made to discover a creature's personal truename. In addition, the cost to research a personal truename is reduced by half.

Obscure Personal Truename
Truenames are notoriusly difficult to pronounce, but yours is harder than most.
Benefit: The DC to speak your personal truename increases by 4 (this stacks with the +2 increase that normally applies to attempts to speak a personal truename). In addition, the DC of truespeak checks to speak your normal truename (the one a truenamer would use if he didn't know your personal truename) increases by 2. The DC of any checks made to research your personal truename increases by 4.
Normal: The Truespeak DC to speak a personal truename is 15 + Creature's CR + (2 x Utterance Level)

Personal Truename Backlash
Your personal truename is so charged with cosmic power that those who fail to speak it correctly are warped by reality run amok.
Prerequisites: Obscure Personal Truename, 15 Hit Dice.
Benefit: Whenever a creature fails by 5 points or more in an attempt to speak your personal truename, it immediately takes 1d6 points of damage for every Hit Die you have.
Normal: The consequence for failing a Truespeak check to say someone's name is that the utterance, truename spell, or other ability fails as well.

Truename Rebuttal
You are particularly good at negating other truenamer's power with well-chosen truenames.
Prerequisites: Ability to speak utterances.
Benefit: You gain a +4 bonus on Truespeak checks made to counter or dispel the utterances of other truespeakers.

Truename Rebound
Not only can you cancel another truenamer's utterances with the power of your words, you can turn his words back against him.
Prerequisites: Truename Rebuttal
Benefit: Whenever you successfully counter an utterance, you can change the target of that utterance to the speaker instead of negating it if you so desire.

Utterance Focus
You have a particular utterance you favor above others, and your enemies are less able to resist the power of your words.
Prerequisites: Ability to speak utterances.
Benefit: Pick an utterance you know. Add 1 to the difficulty of all saving throws against that utterance. You get a +2 bonus on Truespeak checks when attempting to speak that utterance. These benefits also apply to the reverse of your favored utterance, if it has a reverse.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new utterance.

Greater Utterance Focus
You are extremely adept with one particular utterance, making it difficult for others to resist its effects.
Prerequisites: Ability to speak utterances, Utterance Focus
Benefit: Pick an utterance you know that you have taken the Utterance Focus feat for. You add an additional 1 to the difficulty of all saving throws against that utterance and you get an additional +2 bonus on Truespeak checks when attempting to speak that utterance. These benefits stack with the benefits from the Utterance Focus feat. These benefits also apply to the reverse of your favored utterance, if it has a reverse.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new utterance that you have taken Utterance Focus for.

Focused Lexicon
Your utterances have greater effect against a certain type of creature.
Prerequisites: Truespeak 6 ranks, ability to speak utterances.
Benefit: When you take this feat, choose a creture type (such as aberrations, humanoids, or dragons). The diffifculty of all saving throws against your utterances by creatures of that type are increased by 1.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new creature type.

Targeted Spell [Metamagic]
By adding the power of Truespeak to your spells, you enhance their effects against a particular creature.
Prerequisites: Ability to speak at least one utterance from the Lexicon of the Evolving Mind, ability to cast 1st level spells.
Benefit: A targeted spell gains a truespeak component if it didn't have one already. If a targeted spell did not have a verbal component, it gains one as well. When casting a targeted spell, the caster must successfully speak the personal truename of a creature.
A targeted spell only affects the named creature. For example, a targeted fireball cast on a group of goblins would only damage the named goblin. A targeted spell has a Save DC 2 higher than normal and ignores spell resistance. A targeted spell that deals damage deals an additional 1 point of damage per die.
A targeted spell uses a slot one level higher than normal.

Empower Utterance [Inflection]
Your utterances have more powerful effects
Prerequisites: Truespeak 6 ranks, ability to speak utterances.
Benefit: If an empowered utterance is successful, all the variable, numeric effects of the utterance are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered utterance has a Truespeak DC 4 higher than normal.

Enlarge Utterance [Inflection]
You can project the power of an utterance to a greater distance.
Prerequisites: Truespeak 6 ranks, ability to speak utterances.
Benefit: The range of an enlarged utterance increases by 100%. For most utterances, this means the range becomes 120 feet. This feat has no effect on utterances with a range of touch. An enlarged utterance has a Truespeak DC 2 higher than normal.

Extend Utterance [Inflection]
Your utterances have a more lasting effect on the universe.
Prerequisites: Truespeak 6 ranks, ability to speak utterances.
Benefit: An extended utterance lasts twice as long as normal. An utterance with a duration of concentration or instantaneous is not affected by this feat. An extended utterance has a Truespeak DC 4 higher than normal.

Quicken Utterance [Inflection]
You can speak an utterance with just a moment's thought.
Prerequisites: Truespeak 12 ranks, ability to speak utterances.
Benefit: Speaking a quickened utterance is a swift action. You can perform some other action, even speaking another utterance, in the same round as you speak a quickened utterance. A quickened utterance has a Truespeak DC 10 higher than normal.

Heightened Utterance [Inflection]
Your utterances are more difficult to resist than they would otherwise be.
Prerequisites: Truespeak 9 ranks, ability to speak utterances.
Benefit: When speaking a heightened utterance, you can voluntarily increase the Truespeak DC of the utterance. For every 2 points by which you increase the Truespeak DC, the effective utterance level of the utterance and the saving throw DC both increase by 1. All effects that depend on utterance level (such as the DCs of Concentration checks and ability to penetrate a lesser globe of invulnerability) are calculated according to the new effective level.

Inaudible Utterance [Inflection]
You can speak an utterance with barely a whisper.
Prerequisites: Truespeak 6 ranks, ability to speak utterances.
Benefit: An inaudible utterance is difficult to hear. Listeners must succeed on a Listen check (DC equal to the result of your Truespeak check) to hear you speak the utterance. This Listen check suffers penalties for distance as normal. Inaudible utterances spoken while deafened or otherwise unable to hear yourself speak suffer no chance of failure. An inaudible utterance has a Truespeak DC 2 higher than normal.

Chant Utterance [Inflection]
Through focus and constant repetition, you can greatly extend the duration of your utterances.
Prerequisites: Truespeak 6 ranks, ability to speak utterances.
Benefit: After speaking a chanted utterance, you can concentrate on the utterance to extend its duration. As long as you continue to concentrate on the utterance, the utterance's duration does not start counting down. The duration of a chanted utterance essentially only starts counting once you cease to concentrate on the utterance. You cannot resume concentration on a chanted utterance once its duration has begun to count down. An utterance with a duration of concentration or instantaneous is not affected by this feat. A chanted utterance has a Truespeak DC 4 higher than normal.

Echo Utterance [Inflection]
Your utterances refuse to fade away quietly.
Prerequisites: Truespeak 12 ranks, ability to speak utterances.
Benefit: Once an echoing utterance's duration is up, it attempts to speak itself on its target. As long as the the caster's origional Truespeak check - 5 is high enough to speak the utterance on the target, a new instance of the echoing utterance is spoken onto the target, using the reduced Truespeak check as its original Truespeak check. The newly spoken utterance is also an echoing utterance, but does not count against the origional speaker for the purpose of the Law of Resistance. An utterance with a duration of concentration or instantaneous is not affected by this feat. An echoing utterance has a Truespeak DC 6 higher than normal.

Bottle Echo [Item Creation]
You can capture the sounds of Truespeech in a bottle for later use.
Prerequistes: Truespeak 6 ranks, ability to speak utterances.
Benefit: You can create a bottled echo of any utterance from the Lexicon of the Evolving Mind that you know. Bottling an echo takes one day for each 1000 gp in its base price. The base price of a bottled echo is its utterance level x the maximum CR that it can affect x 25 gp. To bottle an echo, you must spend 1/25 of this base price in XP and use up raw materials equal to one-half this base price.
When you bottle an echo, you make any choices that you would normaly make when casting the spell as well as determine which creature type the bottle echo can affect.

Engrave Inscription [Item Creation]
By engraving inscriptions of Truespeech onto items, you can imbue them with magical powers.
Prerequistes: Truespeak 6 ranks, ability to speak utterances.
Benefit: You can create any inscription whose prerequisites you meet. Engraving an inscription takes one day for each 1000 gp in its base price. To engrave an inscription, you must spend 1/25 of this base price in XP and use up raw materials equal to one-half this base price.

Kyeudo
2009-08-04, 04:21 PM
Utterances


An utterance is a combination of words in Truespeech that describe a creature, place, or object to be affected and the desired effect (such as "control speed" or "wreathe in fire"). By putting these truenames together in exacting fashion, you create a rudimentary sentance in the language of the universe - an utterance. As a truenamer, you don't know the truename for every creature and object in the world, but you can describe them in the language of Truespeech. To do so is to speak an utterance. When you speak an utterance properly, reality reshapes itself to conform to the power of your words.
You learn utterances as you progress in level, starting with the simplest creature-oriented utterances and progressing to more powerful and more diverse utterances. Utterances are divided into three lexicons, or groups of related words. As a truenamer, you learn many words in Truespeech, but only a few practced phrases that you can turn into true utterances that carry the full power of Truespeech - and that power can change reality itself. Utterances can be described as follows.

Speaking an Utterance
To speak an utterance, you need only speak in a clear voice as loud as a spellcaster. However, because the language of truenames requires such precision of pronunciation and timing, an utterance takes a standard acction to perform and provokes attacks of oppourtunity from threatening enemies.
An utterances is a spell-like ability with a verbal component (unlike other spell-like abilities, which have no components) that requires a successful Truespeak check to complete. Your effective caster level for your utterances is your ranks in Truespeak - 3.

Utter Defensively
If you're worried about attacks of oppourtunity, you can utter defensively by accepting a -5 penalty on your Truespeak check for each foe who would hit you. In exchange, the utterance no longer provokes attacks of oppourtunity.

Spell Resistance
Spell resistance applies to your utterances, so you must succeed on a caster level check to overcome the spell resistance of creatures you speak utterances on. Because your utterances are spell-like abilities, the Spell Penetration and Greater Spell Penetration feats make those caster level checks easier, just as they do for spellcasters. When you deliver an utterance, its effective caster level for the purpose of bypassing spell resistance is your ranks in Truespeak - 3. In addition, when speaking an utterance, you can voluntarily increase the DC of a Truespeak check by 5 to automatically overcome a target's spell resistance.

Personal Truename
Almost everything has a personal truename, right down to individual grains of sand. Some of these can be discovered through mundane research, but the more obscure personal truenames require divinations or even more powerful effects to discover. Personal truenames are more complex than more general truenames, but knowing one gives your utterances more power when used on that creature or object. If you know something's personal truename, the save DC of your utterances used against that creature or object increases by 2 and those utterances have an additional effect on that creature in addition to their normal effect. Speaking a personal truename is more difficult, however.The DC of Truespeak check that incorporates the personal truename of a creature or object increases by 2 and the DC of a Truespeak check that incorporates the personal truename of a place increases by 5.
All truenamers learn their own personal truenames as part of their education. You have an instinctive understanding of your own personal truename and a sense of how it should be pronounced. But it's not automatic, even for you. You gain a +4 circumstance bonus on Truespeak checks to affect yourself with truename magic or otherwise pronounce your own personal truename.

The Universe Keeps Track of You
When you deliver an utterance, you're dealing with the universe itself and reshaping reality. If a target changes its creature type with a spell such as polymorph, its personal truename doesn't change, although the truename you would use use in a less specific utterance would. Shapechange, wild shape, disguise, resurrection, reincarnation - none of these will change a personal truename. Only powerful and specific magic can change a personal truename.

School
All utterances, when viewed with detect magic or other such effects, detect as being from the universal school of magic.

Target
With the exceptions of utterances from the Lexicon of the Perfected Map and utterances affected by Speak Unto the Masses, all utterances affect only a single creature or object. Because the langauge of truenames is both exacting and specific, the same truename does not necessarily apply to all four orcs charging you. If you cannot see your target (or at least percieve it in some other way that gets you as much information as sight) you take a -10 penalty on your Truespeak check unless you are using a personal truename (in which case only the normal difficulty increase for speaking a personal truename applies). Your target does not need to be able to hear the truename. You arn't speaking to the target, after all; You're using truenames to speak to the cosmos about the target.
For utterances from the Lexicon of the Perfected Map, you must be able to see the center of the area you're truenaming. You can't truename a dungeon chamber that's on the other side of a closed door, but you can truename the room once you open the door, even if you can't see the entire room from the outside.

The Universe Hears Just Fine
Because no creature needs to hear you speak a truename, a silence spell won't automatically stop your utterances. It is more difficult to speak a truename properly when you don't have the feedback of hearing your own voice. You have a 20% chance of a given utterance failing when you deliver it from within the area of a silence spell, no matter how high your Truespeak check result.

Range
Unless otherwise specified, utterances work at a range of 60 feet.

Duration
Utterances have short durations. Your use of truenames reorders the universe as you direct, to be sure, but the universe soon reestablishes some semblance of the status quo.
When you deliver an utterance, you are remaking reality itself. Whether the "default reality" returns quickly or slowly, it does so at its own pace. Once you've delivered an utterance, it will run its full course; Utterances arn't dismissable.

Saving Throw
Most utterances don't allow saving throws. For those that do, the Difficulty Class of Saving Throws against utterances are equal to 10 + 1/2 your character level + your Int modifier.

Effective Spell Level
The effective spell level of an utterance from the Lexicon of the Evolving Mind and the Lexicon of the Crafted Tool is equal to its utterance level for the purpose of Concentration checks, as well as for interactions with other spells and abilities, such as globe of invulnerability. Utterances from the Lexicon of the Perfected Map have an effective spell level four higher than their actual utterance level.

The Laws
All utterances obey a pair of important universal laws that govern Truespeech. Both of these laws apply to nearly all applications of Truespeech, even those not involving speaking utterances.

The Law of Sequence
All utterances obey the Law of Sequence. If you speak an utterance with an ongoing duration, you can't speak that utterance again on that subject until the previous utterance has run its course. It's okay to use a different utterance on the target while the first is still active or to use the utterance on another target, however. The reverse of an utterance is treated as the same utterance for the the purpose of the Law of Sequence.
For example, you could speak a lesser word of nurturing on an ally, then target an attack orc with a reversed lesser word of nurturing, but you could not use the lesser word of nurturing on your ally again until the first use's duration lapses.

The Law of Resistance
The first time that you speak a particular utterance each day, you calculate the DC as normal. However, the universe tends to resist being manipulated with Truespeak repeatedly in a short period of time, so each time you successfully speak the same utterance in the same day, the DC of your Truespeak check for that utterance increases by 2. If you fail a Truespeak check, however, the DC does not increase on your next attempt of that utterance.

Counterspeaking and Dispelling
Utterances with ongoing durations can be dispelled normally using dispel magic. They can also be countered by couterspeaking, which works similarly to countering a spell.

Counterspeaking
To counterspeak an utterance, you must select an opponent as the target of the counterspeaking and ready an action to counterspeak. When your opponent begins to speak an utterance, you must first successfully identify the utterance (a Truespeak check that does not take an action). If you also know that utterance, you can attempt a second Truespeak check in an effort to counter the utterance. If your check result is higher than your opponent's, you negate the utterance entirely with no other results.

Dispelling
To dispel an ongoing utterance, you must know that utterance and successfully speak it on the same target as the original utterance. If your Truespeak check is higher than the origional truenamer's check result, the utterance is dispelled as if its duration had expired. In cases where the Truespeak check is unknown, assume that it's 11 + the truenamer's Truespeak bonus.

Kyeudo
2009-08-04, 04:22 PM
The Lexicon of the Evolving Mind

Utterances from the Lexicon of the Evolving Mind forms the bulk of a truenamer's knowledge. These potent phrases in the language of Truespeech enable you to persuade the universe to change with respect to a single creature. Without exception, each of these utterances shares the following characteristics.
These utterances can only target a single creature, unless you are of high enough level to have the truenamer's Speak Unto the Masses class feature.
Each utterance from this lexicon, and this lexicon alone, can be spoken in reverse. When you learn a new utterance, you effectively learn two unique, but related, ways to alter the world. Each entry in this lexicon has descriptive text for the normal version of the utterance and its reverse. The duration and saving throw requirement for the normal way to speak an utterance might differ from its reverse, which will be called out in the utterance's statistics at the top of the entry.

1st Level Utterances
Defensive Edge: Grant ally +1 AC, or an enemy -1 AC.
Dreamless Slumber: Put target to sleep or wake target up.
Inertia Surge: Grant creature freedom from restricting effects or prevent an enemy from moving.
Knight's Pussiance: Ally gains +2 on attack rolls, or enemy gains -2 on attack rolls.
Percieve the Unseen: Give creature benefit of Blind Fight feat, or grant a creature concealment.
Silent Caster: Ally gains benefit of Silent Spell feat or creature is silenced.
Universal Aptitude: Subject gains +5 on skill checks, or enemy gains -5 on skill checks.
Word of Nurturing, Minor: Give ally fast healing 1, or deal 1d6 damage each round for 2 rounds.

2nd Level Utterances
Accelerated Attack: Give an ally Spring Attack or allow ally to move while casting a spell.
Archer's Eye: Give ally ability to ignore concealment with ranged attacks or protect an ally from projectiles.
Hidden Truth: Grant creature +10 bonus on Knowledge check or a +10 on a Bluff check.
Morale Boost: Remove fear from a creature, or frighten an enemy.
Speed of the Zephyr: Subject's speed increases by 20 feet and he can run on up walls, or reduce foe's speed by 10 feet.
Strike of Might: Target's next weapon damage roll deals +10 damage or target's next weapon damage roll deals -5 damage.
Temporal Twist: Ally gains one free attack, or enemy is dazed for 1 round.
Vision Sharpened: Subject gains benefits of see invisibility or subject becomes invisible.
Wind-Carried Words: As a sending spell, or hear everything a creature says.
Word of Nurturing, Lesser: Give ally fast healing 3, or deal 2d6 damage for 2 rounds.

3rd Level Utterances
Anchor of Reality: Prevent a creature from leaving the current plane of existance or banish a creature back to its original plane of existance.
Breath of Cleansing: Allow ally a second save against ongoing effect, or nauseate an enemy.
Energy Negation: Grant an ally resistance 10 to one energy type, or deal energy damage to a foe.
Incarnation of Angels: Creature gains the celestial template, or creature gains the fiendish template.
Preturnatural Clarity: Give an ally a +5 floating bonus for attacks, saves, or checks, or make an enemy confused.
Seek the Sky: Give creature ability to fly, or force a flying creature gradually to the ground.
Serpent's Tongue: Make a creature turn on its allies or poison a creature.
Speed of the Zephyr, Greater: Give ally benefit of haste spell, ore enemy suffers from the effect of a slow spell.
Temporal Spiral: Target gains one extra move action, or enemy is dazed for 3 rounds.
Word of Bolstering: Cure 1d6 points of ability damage or drain, or cause -1d6 penalty to one enemy's Strength, Dexterity, or Constitution.
Word of Nurturing, Moderate: Give ally fast healing 5, or deal 4d6 damage each round for 2 rounds.

4th Level Utterances
Breath of Recovery: Remove conditions from an ally, or paralyze an enemy.
Caster Lens: Increase ally's caster level by 2, or reduce enemy's caster level by 2.
Confounding Resistance: Grant ally ability to avoid particularly harmful effects, or remove evasion from an enemy.
Essence of Lifespark: Remove one negative level from a creature, or one enemy gains one negative level.
Knight's Pussience, Greater: Ally gains +5 on attack and damage rolls, or enemy gains -5 on attack and damage rolls.
Magic Contraction: Ally gains spell resistance, or grant a creature benefit of Empower Spell effect.
Sensory Focus: Creature gains blindsight and truesight, or creature is blinded and deafened.
Word of Nurturing, Potent: Give ally fast healing 10, or deal 6d6 damage each round for 2 rounds.

5th Level Utterances
Eldritch Attraction: Move a creature 40 feet closer to you, or 40 feet farther away from you.
Energy Negation, Greater: Ally gains immunity to one energy type, or give an ally an energy shield that damages attackers.
Ether Reforged: Creature gains the benefit of defenses against incorporeal foes and can affect them normally, or creature becomes ethereal.
Mystic Rampart: Ally gains DR 5/- and a +5 bonus on saves, or enemy incurs -5 penalty to AC and saves.
Seek the Sky, Greater: Give creature fly speed of 120 feet (perfect), or cause a flying creature to fall and take damage.
Ward of Peace: Ally cannot be attacked, or temporarily banish target to extradimensional pocket.
Word of Nurturing, Critical: Give ally fast healing 15, or deal 8d6 damage each round for 2 rounds.

6th Level Utterances
Singular Mind: Free subject from enchantments, curses, and possession, or dominate one creature.
Temoral Hurricane: Grant your target a full round of actions or send a creature backwards one round in time.
Unname: Kill one creature, or bring one creature back to life.
Pinacle of Triumph: Practically guarantee success or practically guarantee failure.
Word of Nurturing, Greater: Give ally fast healing 20, or deal 10d6 damage each round for 2 rounds.


Accelerated Attack
Level: 2
Descriptors: None
Duration: 1 round
Saving Throw: None

Normal: The target gains the use of the Spring Attack feat, even if he does not meat the prerequisites.
Personal Truename: If a personal truename is used to speak this utterance, the target does not provoke attacks of oppourtunity for his movement while under its effects.

Reverse: The target can can cast a spell and move up to his speed as a single standard action. The target can't use this ability to cast a spell that takes longer than one standard action to cast.
The target still provokes attacks of oppourtunity for casting spells from any creature that threatened him at any point in his movement. He can cast defensively while under the effect of this utterance, but doing so increases the Concentration DC to 20 + spell level.
Personal Truename: If a personal truename is used to speak this utterance, the target does not provoke attacks of oppourtunity for his movement while under its effects.

Archer's Eye
Level: 2
Duration: 5 rounds
Saving Throw: None

Normal: Your target's ranged attacks ignore penalties for concealment.
Personal Truename: If a personal truename is used to speak this utterance, the target can ignore any cover less than full with her ranged attacks.

Reverse: This utterance duplicates the effect of a protection from arrows spell for the target.
Personal Truename: If a personal truename is used to speak this utterance, the DR provided is 10/- instead of 10/magic.

Anchor of Reality
Level: 3
Duration: 5 rounds (normal) or instanteous (reverse)
Saving Throw: None

Normal: Your target becomes tied firmly to his current plane of existance. This effect functions like a dimensional anchor spell.
Personal Truename: If a personal truename is used to speak this utterance and the target is in ethereal or astral form, it is treated as though it were material.

Reverse: You sever the ties holding an extraplaner creature to the current plan of existance, sending it back to its home plane. This effect funtions as a dismissal spell, except there is no chance to send the target to a plane other than its home.
Personal Truename: If a personal truename is used to speak this utterance, you may spend 100 xp per CR of the target to force it to remain on its home plane for a year and a day. The creature cannot voluntarily leave that plane for any reason. Any spell or effect that would call or summon the named creature to another plane fails unless the caster succeeds on a caster level check (DC 10 + your ranks in Truespeak).

Breath of Cleansing
Level: 3
Duration: Instantaneous (normal) or 1 round (reverse)
Saving Throw: None (normal) or Fortitude negates (reverse)

Normal: Your utterance fills your target with a breath of living magic, granting him the ability to make a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability. This save is made at the same DC. If the subject succeeds on the saving throw on the second attempt, the effect ends immediately. Breath of cleansing never restores lost hit points or ability score damage, but it does eliminate any conditions, such as shaken, fatigued, or nauseated, that were caused by the spell, spell-like ability, or supernatural ability. The breath of cleansing is magical and thus affects creatures that don't ordinarily breathe.
Personal Truename: If a personal truename is used to speak this utterance, the target can make a second save against an additional spell, spell-like ability, or supernatural ability that may be affecting him.

Reverse: The target of this utterance must make a successful Fortitude save or be nauseated for one round.
Personal Truename: If a personal truename is used to speak this utterance, the target is sickened for one round following the end of the utterance.

Breath of Recovery
Level: 4
Duration: Instantaneous (normal) or 1 round (reverse)
Saving Throw: None (normal) or Fortitude negates (reverse)

Normal: This utterance, more powerful than breath of cleansing, immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
Personal Truename: If a personal truename is used to speak this utterance, the duration of this utterance changes to 3 rounds. The target is immediately cured of any of the listed conditions and remains immune to them for the duration of the utterance.

Reverse: A reveresed breath of recovery utterance freezes the life energy of the target, redering action impossible. The target must make a successful Fortitude save or be paralyzed.
Personal Truename: If a personal truename is used to speak this utterance, the target takes a -6 penalty to Strength and Dexterity for one round after being paralyzed. This penalty cannot reduce either Strength or Dexterity to zero.

Caster Lens
Level: 4
Duration: 3 rounds
Saving Throw: None

Normal: Your target's caster level or manifester level increases by 2 for the duration of this utterance. This utterance does not affect spells per day or spells known. If the target has multiple spellcasting or manifesting classes, the bonus applies to all of them.
Personal Truename: If a personal truename is used to speak this utterance, the targets caster level or manifester level increases by an additional 1.

Reverse: Your target's caster level or manifester level decreases by 2 for the duration of this utterance. This utterance does not affect spells per day or spells known. If the target has multiple spellcasting or manifesting classes, the penalty applies to all of them.
As a note, affected spellcasters and manifesters temporarily lose access to any level of spells or powers that they no longer have sufficient level to cast. Their spell slots or power points remain unaffected.
Personal Truename: If a personal truename is used to speak this utterance, the targets caster level or manifester level decreases by an additional 1.

Confounding Resistance
Level: 4
Duration: 5 rounds
Saving Throw: None

Normal: You grant your target the ability to avoid harmful effects. If the target makes a successful save against an attack that would have a lesser effect on a successful save, he instead negates the effect. An unconcious or sleeping target does not gain the benefit of this ability.
Personal Truename: If a personal truename is used to speak this utterance, the target gets a +2 bonus on all saves for the duration of the utterance.

Reverse: You make your target more vulnerable to harmful effects. If your target has improved evasion, you reduce its effectiveness to evasion. If your target does not have improved evasion, but has evasion, you surpress that ability. If your target has neither improved evasion or evasion, it takes a -2 penalty on saving throws for the duration of the utterance.
Personal Truename: If a personal truename is used to speak this utterance, the target takes a -2 penalty on saving throws for the duration of the utterance. This stacks with the -2 from the normal effect of the utterance, if applicable.

Defensive Edge
Level: 1
Duration: 5 rounds
Saving Throw: None

Normal: This utterance grants your target a +1 bonus to Armor Class.
Personal Truename: If a personal truename is used to speak this utterance, the target gets an addtional +1 bonus to Armor Class for the duration of the utterance.

Reverse: Your target takes a -1 penalty to Armor Class.
Personal Truename: If a personal truename is used to speak this utterance, the target takes an addtional -1 penalty to Armor Class for the duration of the utterance.

Dreamless Slumber
Level: 1
Duration: 5 rounds (normal only)
Saving Throw: Will negates

Normal: The target of this utterance immediately falls asleep, as though affected by a sleep spell, except that there is no maximum hit dice limit.
Personal Truename: If a personal truename is used to speak this utterance, the target is especially hard to wake, requiring a full round action to do so.

Reverse: Your target is instantly awakened. This dispells any sleep spell or similar effect the target may have been under.
Personal Truename: If a personal truename is used to speak this utterance, the target gains a +5 bonus on Inititive checks for one round.

Eldritch Attraction
Level: 5
Duration: Instantaneous
Saving Throw: Will Negates

Normal: You move your target toward you up to 40 feet along an intangible blue tether that connects the two of you. You can't move the target in a space that is occupied by an ally, an enmy, or a solid object. You can draw a flying creature closer to you, but you cannot make a creature on the ground fly.
The Truespeak DC of this utterance increases by 2 for every size category the target is larger than Medium.
This movement provokes attacks of oppourtunity.
Personal Truename: If a personal truename is used to speak this utterance, the Truespeak DC does not increase, no matter how large the target may be.

Reverse: You move your target away from you up to 40 feet with an almost fluid torrent of intangible energy. You can't move the target in a space that is occupied by an ally, an enmy, or a solid object. You can push an airborne flying creature away from you, but you cannot make a creature on the ground fly.
The Truespeak DC of this utterance increases by 2 for every size category the target is larger than Medium.
This movement provokes attacks of oppourtunity.
Personal Truename: If a personal truename is used to speak this utterance, the Truespeak DC does not increase, no matter how large the target may be.

Energy Negation
Level: 3
Descriptors: Acid, Cold, Electricity, Fire, or Sonic (depending on which energy is chosen)
Duration: 5 rounds
Saving Throw: None

Normal: This utterance grants your target resistance 10 to one type of energy (acid, cold, electricity, fire, or sonic).
Personal Truename: If a personal truename is used to speak this utterance, the target recieves resistance 15 instead of resistance 10.

Reverse: The subject of this utterance is wreathed in a nimbus of energy and takes 2d6 points of damage from the utterance each round. The energy can be acid, cold, electricity, or fire.
Personal Truename: If a personal truename is used to speak this utterance, the subject takes 3d6 points of energy damage each round instead of 2d6.

Energy Negation, Greater
Level: 5
Descriptors: Acid, Cold, Electricity, Fire, or Sonic (depending on which energy is chosen), possibly others.
Duration: 5 rounds
Saving Throw: None

Normal: This utterance grants your target immunity to one type of energy of your choice. This can include such energies as force, positive energy, or negative energy. The descriptor of this utterance matches the energy type chosen.
Personal Truename: If a personal truename is used to speak this utterance, whenever the target would normally receive damage of the chosen energy type, that damage is negated and they are healed for half of the amount of damage that would otherwise be dealt.

Reverse: The utterance wreathes your target in a type of energy chosen by you when you speak this utterance (acid, cold, electricity, or fire). Any creature that damages the subject with its body or a handheld melee weapon deals normal damage, but at the same time the attacker takes 20 points of energy damage. Creatures wielding weapons with exceptional reach, such as longspears, are not subject to this damage if they attack the subject.
Personal Truename: If a personal truename is used to speak this utterance, even attackers wielding reach weapons or attacking with ranged weapon are affected. As long as an attacker is within 10 feet of your subject, it takes the energy damage each time it successfully attacks the target.

Essence of Lifespark
Level: 4
Duration: Instantaneous
Saving Throw: None; see text

Normal: This utterance dispels one negative level and restores experience to a creature that has been level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per truenamer level.
Personal Truename: If a personal truename is used to speak this utterance, it restores two lost levels or dispells two negative levels instead of only one.

Reverse: The target of this utterance gains a negative level, giving it a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from her highest availible level. Negative levels stack. A creature with as many negative levels as it has Hit Dice dies.
Negative levels bestowed by this utterance remain until 24 hours have passed or until they are removed with a spell or utterance, such as the normal version of this utterance. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 your ranks in Truespeak + your Int modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.
Personal Truename: If a personal truename is used to speak this utterance, the target suffers two negative levels instead of one.

Ether Reforged
Level: 5
Duration: 5 rounds
Saving Throw: None

Normal: You enable the target to gain full benefit from its armor, weapons, spells, and abilities against both corporeal and incorporeal creatures.
Personal Truename: If a personal truename is used to speak this utterance, the target can apply the benefits of its armor and shield bonus (if any) against touch attacks.

Reverse: This reversed utterance reders the target ethereal, as the ethereal jaunt spell.
Personal Truename: If a personal truename is used to speak this utterance, the target can still affect targets on the Material Plane as he wishes, including being able to attack freely, but is still incorporeal and invisible with regards to everything else. Effectively, the target is treated as being on the Material Plane or the Ethereal Plane, whichever would be better for the target.

Hidden Truth
Level: 2
Duration: Until discharged (up to 1 minute).
Saving Throw: None

Normal: You grant the target a +10 bonus on the next Knowledge check he makes and enable him to use the skill, even if untrained. If the target has bardic knowledge, lore, or a similar class feature, this bonus can apply to that check instead.
Personal Truename: If a personal truename is used to speak this utterance, the target gainst an additional +5 bonus on that check. This stacks with the normal bonus provided by the utterance.

Reverse: Your target gains a +10 bonus on the next bluff check he makes.
Personal Truename: If a personal truename is used to speak this utterance, the target gainst an additional +5 bonus on that check. This stacks with the normal bonus provided by the utterance.

Incarnation of Angels
Level: 3
Descriptors: Good (normal) or Evil (reverse)
Duration: 5 rounds
Saving Throw: None

Normal: The target temporarily gains the celestial creature template (MM 31). The smite ability granted by the template is usable by the target once per day, no matter how often she may be the subject of this utterance.
Personal Truename: If a personal truename is used to speak this utterance, the benefits the target recieves resemble the benefits of being half-celestial. She temporarily becomes a native outsider and recieves a temporary +2 to all ability scores. She also gains a pair of feathered wings that allow her to fly at twice her normal speed with good manuverability.

Reverse: The target temporarily gains the fiendish creature template (MM 107). The smite ability granted by the template is usable by the target once per day, no matter how often she may be the subject of this utterance.
Personal Truename: If a personal truename is used to speak this utterance, the benefits the target recieves resemble the benefits of being half-fiend. She temporarily becomes a native outsider and recieves a temporary +2 to all ability scores. She also gains a two claw attacks and a bite attack, as appropriate to her size.

Inertia Surge
Level: 1
Duration: 1 round
Saving Throw: None

Normal: You grant the target the ability to act normaly regardless of magical effects that impede movement as if he were affected by a freedom of movement spell. The effect occurs automatically as soon as the utterance is spoken and lasts for 1 round.
Personal Truename: If a personal truename is used to speak this utterance, the target may immediately (as a free action, even if it is not their turn) move five feet without provoking attacks of opportunity. This occurs immediately on the turn you speak this utterance, and does not count against the creature's normal move speed or limit on one five-foot step per round.

Reverse: You render the target unable to move. It can still take actions normally; it just can't move from the space it currently occupies.
Personal Truename: If a personal truename is used to speak this utterance, the target counts as flanked for the duration of the utterance, regardless of the number of people surrounding him. This grants everyone a +2 bonus on attacks against the target.

Knight's Puissance
Level: 1
Duration: 5 rounds
Saving Throw: None

Normal: Your target gets a +2 bonus on attack rolls.
Personal Truename: If a personal truename is used to speak this utterance, the target recieves a +3 bonus on attack rolls instead.

Reverse: Your target takes a -2 penalty on attack rolls.
Personal Truename: If a personal truename is used to speak this utterance, the target takes a -3 penalty on attack rolls instead.

Knight's Puissance, Greater
Level: 4
Duration: 5 rounds
Saving Throw: None

Normal: Your target gains a +5 bonus on attack rolls and damage rolls.
Personal Truename: If a personal truename is used to speak this utterance, the target recieves a +8 bonus on attack rolls and damage rolls instead.

Reverse: Your target takes a -5 penalty on attack rolls and damage rolls.
Personal Truename: If a personal truename is used to speak this utterance, the target takes a -8 penalty on attack rolls and damage rolls instead.

Magic Contraction
Level: 4
Duration: 5 rounds
Saving Throw: None

Normal: The target gains spell resistance equal to 11 + its Hit Dice.
Personal Truename: If a personal truename is used to speak this utterance, it gains spell resistance equal to 15 + its Hit Dice instead.

Reverse: You grant your target the ability to apply the effect of the Empower Spell feat to any spell she casts for the duration of the utterance without increasing the level of the spell or specially preparing it ahead of time.
Personal Truename: If a personal truename is used to speak this utterance, the target can reroll any natural 1s rolled on any of the variable, numeric elements of any spells it casts.

Morale Boost
Level: 2
Descriptors: None (normal) or Fear, Mind-Affecting (reverse)
Duration: 5 rounds
Saving Throw: None (normal) or Will negates (reverse)

Normal: This utterance functions as the remove fear spell.
Personal Truename: If a personal truename is used to speak this utterance, the target is completely immune to any fear spell or effect for the duration and all fear effects currently affecting him are dispelled.

Reverse: Your target becomes frightened (DMG 301) for the duration of the utterance.
Personal Truename: If a personal truename is used to speak this utterance, the target is panicked (DMG 301) for the duration instead.

Mystic Rampart
Level: 5
Duration: 5 rounds
Saving Throw: None

Normal: You grant the target damage reduction 5/- and a +5 bonus on saving throws.
Personal Truename: If a personal truename is used to speak this utterance, choose one spell that would be a legal target for a spell immunity spell. The target is immune to that spell for the duration of this effect, as though affected by the spell immunity spell.

Reverse: Your target takes a -5 penalty to Armor Class and on saving throws for the duration of the utterance.
Personal Truename: If a personal truename is used to speak this utterance, any damage reduction, energy resistance, and spell resistance the target has are all reduced by 5 points for the duration of this utterance.

Percieve the Unseen
Level: 1
Duration: 5 rounds
Saving Throw: None

Normal: You grant the target the benefit of the Blind-Fight feat.
Personal Truename: If a personal truename is used to speak this utterance, the target can roll his miss chance due to concealment a third time, in addition to the second chance provided by the Blind-Fight feat.

Reverse: Your target gains concealment (PH 152). He cannot use this concealment to hide.
Personal Truename: If a personal truename is used to speak this utterance, the target gains full concealment instead. He still cannot use this concealment to hide.

Preternatural Clarity
Level: 3
Descriptors: None (normal) or Mind-Affecting (reverse)
Duration: 5 rounds or until discharged (normal) or 5 rounds (reverse)
Saving Throw: None (normal) or Will negates (reverse)

Normal: Once during the duration of this utterance, your target can choose to use its effect. This word grants a +5 insight bonus on any single attack roll, opposed ability roll, skill check, or saving throw. The target can choose to apply the bonus after she has rolled the d20 but before the Dungeon Master reveals the result.
Personal Truename: If a personal truename is used to speak this utterance, the target can apply the bonus twice before the effect is discharged.

Reverse: This reversed utterance causes the target to become confused, as the confusion spell (phb 212).
Personal Truename: If a personal truename is used to speak this utterance, roll twice when determining what action the confused creature takes and select one result to use.

Pinnacle of Triumph
Level: 6
Duration: 1 round or until discharged
Saving Throw: None (normal) or Will negates (reverse)

Normal: The target of this utterance treats his next roll as though the result was a natural 20.
Personal Truename: If a personal truename is used to speak this utterance, the target also gains a +10 competence bonus on his next roll.

Reverse: The target of the reversed form of this utterance treats his next roll as a natural 1 unless he succeeds on a Will save.
Personal Truename: If a personal truename is used to speak this utterance, the target also takes a -10 penalty on his next roll..

Kyeudo
2009-08-04, 04:23 PM
The Lexicon of the Evolving Mind, Continued


Seek the Sky
Level: 3
Duration: 5 rounds
Saving Throw: None

Normal: The target of this utterance can fly, as the fly spell.
Personal Truename: If a personal truename is used to speak this utterance, the subject has perfect manuverability with his flight speed.

Reverse: This reversed utterance causes the target to become unable to fly, no matter how hard it tries. If it is already flying, the subject floats downward at 60 feet per round for the duration of the utterance. If it reaches the ground in that time, it lands safely and cannot fly for remainder of the duration. If the target is not flying, it cannot attempt to fly for the duration.
Personal Truename: If a personal truename is used to speak this utterance, the target is forced down at 100 feet per round instead of only 60 feet per round.

Seek the Sky, Greater
Level: 5
Duration: 5 rounds (normal) or instantaneous (reverse)
Saving Throw: None

Normal: The target of this utterance can fly, as the fly spell, except he gains a fly speed of 120 feet with perfect manuverability.
Personal Truename: If a personal truename is used to speak this utterance, the subject gains a fly speed of 140 instead.

Reverse: With this utterance, you render a flying creature unable to fly. The subject immediately plummets downward, taking 1d6 points of falling damage for every 10 feet it drops. It can make Jump and Tumble checks normally to attempt to land softly.
Personal Truename: If a personal truename is used to speak this utterance, any falling damage the creature takes is doubled.

Sensory Focus
Level: 4
Duration: 3 rounds
Saving Throw: None (normal) or Fortitude negates (reverse)

Normal: You grant the target blindsight out to 120 feet and the effects of the true seeing spell.
Personal Truename: If a personal truename is used to speak this utterance, the target is perfectly aware of everything within 120 feet, regardless of any intervening barriers. This allows, among other things, sensing creatures on the other side of a wall and instantly detecting all traps within range.

Reverse: Your target is both blinded and deafened (DMG 300).
Personal Truename: If a personal truename is used to speak this utterance, the duration of this utterance becomes instantaneous. Magical healing is the only way to restore the target's sight and hearing if it fails its saving throw.

Serpent's Tongue
Level: 3
Descriptors: Mind-affecting (normal version only)
Duration: 5 rounds (normal) or instantaneous (reverse; see text)
Saving Throw: Will negates (normal) or Fortitude negates (reverse)

Normal: Your words poison the target's mind, causing him to turn against his former friends.
For the duration of this utterance, your target's attitude towards you becomes friendly. Its attitude towards its former friends and allies becomes hostile. Additionally, the power of this utterance fogs your target's memory, making it impossible for the target to realize the reason behind its sudden change of heart.
Personal Truename: If a personal truename is used to speak this utterance, the target's attitude towards you does not return to normal at the end of the utterance, although it is no longer magically enforced. The target's attitude towards its friends and allies does return to normal, however.

Reverse: Instead of attacking the target's mind, the vitrolic words you speak poison the subject's body.
The target is immediately poisoned. This poison deals 1d6 points of Constitution damage immediately and 1d6 points of Constitution damage one minute later. Each instance of damage can be negated with a successful Fortitude save.
Personal Truename: If a personal truename is used to speak this utterance, the poison deals 2d4 points of Constitution damage with each instance insead of 1d6.

Silent Caster
Level: 1
Duration: 1 round
Saving Throw: None (normal) or Will negates (reverse)

Normal: You grant your target the ability to apply the effect of the Silent Spell feat to any spell she casts for the duration of the utterance without increasing the level of the spell or specially preparing it ahead of time.
Personal Truename: If a personal truename is used to speak this utterance, the target instead has the Silent Spell feat applied to the next spell he casts. The duration of the utterance becomes "5 rounds or until discharged."

Reverse: You silence the target, making it incapable of producing sound, conversing, or using spells with verbal components. It automatically succeeds on Move Silently checks.
Personal Truename: If a personal truename is used to speak this utterance, the target becomes unable to speak utterances for the duration.

Singular Mind
Level: 6
Duration: Instantaneous (normal) or concentration, up to 5 rounds (reverse)
Saving Throw: None (normal) or Will negates (reverse)

Normal: This utterance frees your target from enchantments, curses, and possession. If the spell or effect is one that cannot be dispelled by dispel magic, singular mind works only if the truespeaker's level is greater than than that of the origional caster.
Personal Truename: If a personal truename is used to speak this utterance, singular mind can freely remove even effects that cannot normally be dispelled by dispel magic, even if the origional caster is of higher level.

Reverse: This utterance duplicates the effect of a dominate monster spell, except that to maintain domination, you must spend a standard action to concentrate and direct the creature's actions.
Personal Truename: If a personal truename is used to speak this utterance, the need to concentrate on the utterance is waved. If the subject fails its Will save, it is dominated for 5 rounds.

Speed of the Zephyr
Level: 2
Duration: 5 rounds
Saving Throw: None

Normal: Your target's base speed increases by 20 feet. In addition, he can walk on water, quicksand, snow, or even a spider's web without sinking through the surface (this effect confers no resistance to particularly sticky webs). In addition, the target can take part of one of its move actions to traverse a wall or other relatively vertical surface if it begins and ends its movement on a horizontal surface. The height it can achieve on the wall is limited only by this horizontal restriction. If it does not end its move on a horizontal surface, it falls prone, taking falling damage as appropriate for its distance above the ground. Treat the wall as normal floor for the purpose of measuring movement. Passing from floor to wall or wall to floor costs no movement. Opponents on the ground can make attacks of oppourtunity as the target moves up the wall.
Personal Truename: If a personal truename is used to speak this utterance, the target ignores the effects of difficult terrain for the duration of this utterance. This does not grant immunity to damage caused by hazardous terrain; for instance, a target could move across a pit of lava at full speed, but would still be subject to fire damage.

Reverse: Your target's base speed is reduced by 10 feet.
Personal Truename: If a personal truename is used to speak this utterance, the target's base speed is reduced by an additional 5 feet.

Speed of the Zephyr, Greater
Level: 3
Duration: 3 rounds
Saving Throw: None

Normal: This utterance duplicates the effect of a haste spell for one target.
Personal Truename: If a personal truename is used to speak this utterance, the first move action the target takes only counts as a free action.

Reverse: This utterance duplicates the effect of a slow spell for one target.
Personal Truename: If a personal truename is used to speak this utterance, the target is also dazed for one round.

Strike of Might
Level: 2
Duration: 5 rounds or until discharged.
Saving Throw: None

Normal: Your target's next weapon damage roll deals an additional 10 points of damage. This damage is not multiplied on critical hits.
Personal Truename: If a personal truename is used to speak this utterance, your target's next weapon damage roll deals an additional 15 points of damage instead.

Reverse: Your target's next damage roll deals 5 fewer points of damage. This penalty can reduce the damage to 0, but not below.
Personal Truename: If a personal truename is used to speak this utterance, Your target's next weapon damage roll deals 10 fewer points of damage instead.

Temporal Hurricane
Level: 6
Duration: 1 round of apparent time (normal) or instantaneous (reverse)
Saving Throw: None

Normal: Your words unravel a portion of the time stream around your target, granting it a few brief moments in which to act.
When you speak this utterance, the target can immediately take a full round's worth of actions. Taking these action doesn't change the subject's place in the inititive order or interfere with its normal actions in any way.
The target cannot speak the normal form of Temporal Hurricane using an action granted by Temporal Hurricane.
Personal Truename: If a personal truename is used to speak this utterance, the target can choose to take two standard actions instead of the full round's worth of actions. The target can use these actions as he wishes, even casting two spells or speaking two utterances, so long as he does not use either to speak another Temporal Hurricane.

Reverse: Your words temporarily reverse the flow of time, throwing your target backwards a few moments in time.
The target reverts back to its physical state in the previous round. The target vanishes from its current location and reapears where it was last round. If that location is occupied by a solid object, the target apears in the nearest open space. Any damage that the target may have suffered and any healing it may have recieved since the previous round are removed, as are the effects of any poison, disease, spell, manuver, or other effect that has affected the target since the previous round. The target is not mentally reverted, however, so it remembers everything that has transpired normally. Any spells that the target has cast remain cast, any magic items that it has used remain used, powers manifested remain manifest, etc. Any experience points expended to pay an XP cost for a spell or power remain spent.
Personal Truename: If a personal truename is used to speak this utterance, you may choose to either allow the target to retain the benefits of any positive spells or effects that is has benefited from in the past round or to cause the target to continue to suffer from any negative spells or effects that it has suffered in the past round. You cannot choose to do both.

Temporal Spiral
Level: 3
Duration: 1 round (normal) or 3 rounds (reverse)
Saving Throw: None (normal) or Will negates (reverse)

Normal: You grant the target of this utterance an additional move action in the current round. If the subject of the utterance does not take this extra move action before the end of your next turn, it is lost.
Personal Truename: If a personal truename is used to speak this utterance, the target can take a standard action instead of a move action.

Reverse: For the duration of this utterance, the target is dazed.
Personal Truename: If a personal truename is used to speak this utterance, the target is also denied its Dexterity bonus to AC for the duration of the utterance.

Temporal Twist
Level: 2
Duration: Instantaneous (normal) or 1 round (reverse)
Saving Throw: None (normal) or Will negates (reverse)

Normal: Your target can immediately make one melee or ranged attack, even it it has already taken its actions for the round. Taking this action doesn't change the subject's place in the inititive order.
This utterance does not allow the subject to take more than one additional attack in a round. If the target has already made an additional attack, due to the haste spell, snake's swiftness spell, or from any other source, this utterance has no effect.
Personal Truename: If a personal truename is used to speak this utterance, the target recieves a +3 insight bonus on the attack roll for the attack granted by this utterance.

Reverse: The target is dazed for one round.
Personal Truename: If a personal truename is used to speak this utterance, the target is also denied its Dexterity bonus to AC for the duration of the utterance.

Universal Aptitude
Level: 1
Duration: 5 rounds
Saving Throw: None

Normal: Your target gains a +5 bonus on skill checks.
Personal Truename: If a personal truename is used to speak this utterance, the targeted creature can use all skills as though trained, even if he does not have any ranks in that skill.

Reverse: The target gets a -5 penalty on skill checks.
Personal Truename: If a personal truename is used to speak this utterance, the targeted creature is considered untrained in all skills, regardless of the number of ranks he may have in that skill.

Unname
Level: 6
Descriptors: Death (normal version only)
Duration: Instantaneous
Saving Throw: Fortitude negates (normal) or none (reverse)

Normal: Your words erase the creature's truename from existance, killing it instantly.
The target creature must succeed on its saving throw, or die instantly.
Personal Truename: If a personal truename is used to speak this utterance, the creature is erased from existance on a failed saving throw instead of merely dying. The creature instantly vanishes, leaving behind its clothing and gear, but nothing else. The creature cannot be returned to life by any normal means, as it has been irrevocably erased from existance. Only a ritual of renaming spell coupled with a true ressurection spell or similar magic can restore the creature to life. Attempting to erase a creature in this manner costs you 200 XP per Hit Dice of the affected creature.

Reverse: Your words remind the universe of a creature and its place amoung the living.
This utterance instantly restores a dead creature to life. So long as you have some portion of the creature's remains (which must have been part of the creature at the time of death) are within range and the creature's soul is free and willing to return, it is instantly restored to life with no loss of spells. The creature still loses a level, or 2 points of Constitution if it has only a single level, which cannot be restored by any means. A creature that would be reduced to 0 Constitution or below cannot be raised by this utterance.
The revived creature has a number of hitpoints equal to its Hit Dice, but its body is made otherwise whole. Normal poisons and normal diseases are cured in the process of raising the subject, but supernatural diseases and magical curses are not undone.
This utterance can restore creatures killed by death effects or that have been turned into an undead creature and the destroyed. It can restore outsiders and elementals to life, but it cannot restore anyone who died of old age. Each use of this utterance costs 2000 XP.
Personal Truename: If a personal truename is used to speak this utterance, the truenamed creature is restored to life without need to have any portion of the subject's remains nearby. The creature apears before you, fully healed and free of all negative conditions. The creature does not lose a level. Even creatures erased from existance (such as by the normal version of this utterance) can be restored. Using a personal truename for this utterance increases the XP cost to a total of 5000 XP.

Vision Sharpened
Level: 2
Duration: 5 rounds
Saving Throw: None

Normal: The target of this utterance gains the benefit of a see invisibility spell.
Personal Truename: If a personal truename is used to speak this utterance, the target also gains a +10 bonus on Spot checks.

Reverse: This utterance duplicates the effect of an invisibility spell for one target.
Personal Truename: If a personal truename is used to speak this utterance, this utterance duplicates the effect of a greater invisibility spell instead.

Ward of Peace
Level: 5
Duration: 5 rounds (normal) or concentration, up to 5 rounds (reverse)
Saving Throw: None

Normal: Opponents cannot strike or otherwise directly attack the warded creature, even with targeted spells. Enemies are aware of this prohibition and thus don't lose actions for attempting to strike the warded creature. This utterance does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the protection but can use spells and abilities that are not hostile toward another creature.
Personal Truename: If a personal truename is used to speak this utterance, the effects of this utterance are subtle. Enemies who attack you have their attacks automatically fail, but recieve no indication as to why.

Reverse: You banish the target to an extradimensional pocket - a featureless gray void with no visible entrance or exit. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape from this place, although a plane shift spell allows it to exit to whatever plane is designated in that spell. At the end of the duration, if the subject has not left the pocket dimension, it reapears where it had been when the utterance was spoken. If this location is filled with a solid object, the subject apears in the nearest open space.
Personal Truename: If a personal truename is used to speak this utterance, the need to concentrate on the utterance is waved. If the subject fails its Will save, it is trapped for 5 rounds.

Wind-Carried Words
Level: 2
Range: Sight; see text
Duration: Instantaneous (normal) or 1 minute (reverse)
Saving Throw: None

Normal: As you speak, the wind bears your words to whomever you would have hear them.
This utterance functions as a sending spell, except as noted here. You can target any creature you can see with this utterance, regardless of distance.
Personal Truename: If a personal truename is used to speak this utterance, the truenamed creature becomes the target, regardless of whether or not you can see that creature.

Reverse: With a word of Truespeach, you cause the wind to bear your target's words to you.
For the duration of this utterance, you can clearly hear every word the target speaks, no matter how far away the target is. You can target any creature you can see with this utterance, regardless of distance.
Personal Truename: If a personal truename is used to speak this utterance, the truenamed creature becomes the target, regardless of whether or not you can see that creature.

Word of Bolstering
Level: 3
Duration: Instantaneous (normal) or 5 rounds (reverse)
Saving Throw: None

Normal: This utterance cures 1d6 points of ability damage or drain to one ability score.
Personal Truename: If a personal truename is used to speak this utterance, the utterance cures 2d6 points of ability damage or drain instead.

Reverse: Your target takes a -1d6 penalty to one physical ability score (Strength, Dexterity, or Constitution). This utterance cannot reduce an ability score below 1.
Personal Truename: If a personal truename is used to speak this utterance, the target takes a -2d4 penalty to one physical ability score instead of -1d6.

Word of Nurturing, Minor
Level: 1
Duration: 5 rounds (normal) or instantaneous and concentration, up to one round (reverse)
Saving Throw: None

Normal: You grant a creature fast healing 1.
Personal Truename: If a personal truename is used to speak this utterance, you grant the target fast healing 2 instead.

Reverse: You deal 1d6 points of damage to the target. If you concentrate for 1 round (a standard action), and the subject remains withing range, it takes another 1d6 points of damage at the end of your next turn.
Personal Truename: If a personal truename is used to speak this utterance, you deal 1d8 points of damage with each instance of damge instead of 1d6.

Word of Nurturing, Lesser
Level: 2
Duration: 5 rounds (normal) or instantaneous and concentration, up to one round (reverse)
Saving Throw: None

Normal: You grant a creature fast healing 3.
Personal Truename: If a personal truename is used to speak this utterance, you grant the target fast healing 4 instead.

Reverse: You deal 2d6 points of damage to the target. If you concentrate for 1 round (a standard action), and the subject remains withing range, it takes another 2d6 points of damage at the end of your next turn.
Personal Truename: If a personal truename is used to speak this utterance, you deal 2d8 points of damage with each instance of damge instead of 2d6.

Word of Nurturing, Moderate
Level: 3
Duration: 5 rounds (normal) or instantaneous and concentration, up to one round (reverse)
Saving Throw: None

Normal: You grant a creature fast healing 5.
Personal Truename: If a personal truename is used to speak this utterance, you grant the target fast healing 7 instead.

Reverse: You deal 4d6 points of damage to the target. If you concentrate for 1 round (a standard action), and the subject remains withing range, it takes another 4d6 points of damage at the end of your next turn.
Personal Truename: If a personal truename is used to speak this utterance, you deal 4d8 points of damage with each instance of damge instead of 4d6.

Word of Nurturing, Potent
Level: 4
Duration: 5 rounds (normal) or instantaneous and concentration, up to one round (reverse)
Saving Throw: None

Normal: You grant a creature fast healing 10.
Personal Truename: If a personal truename is used to speak this utterance, you grant the target fast healing 13 instead.

Reverse: You deal 6d6 points of damage to the target. If you concentrate for 1 round (a standard action), and the subject remains withing range, it takes another 6d6 points of damage at the end of your next turn.
Personal Truename: If a personal truename is used to speak this utterance, you deal 6d8 points of damage with each instance of damge instead of 6d6.

Word of Nurturing, Critical
Level: 5
Duration: 5 rounds (normal) or instantaneous and concentration, up to one round (reverse)
Saving Throw: None

Normal: You grant a creature fast healing 15.
Personal Truename: If a personal truename is used to speak this utterance, you grant the target fast healing 17 instead.

Reverse: You deal 8d6 points of damage to the target. If you concentrate for 1 round (a standard action), and the subject remains withing range, it takes another 8d6 points of damage at the end of your next turn.
Personal Truename: If a personal truename is used to speak this utterance, you deal 8d8 points of damage with each instance of damge instead of 8d6.

Word of Nurturing, Greater
Level: 6
Duration: 5 rounds (normal) or instantaneous and concentration, up to one round (reverse)
Saving Throw: None

Normal: You grant a creature fast healing 20.
Personal Truename: If a personal truename is used to speak this utterance, you grant the target fast healing 25 instead.

Reverse: You deal 10d6 points of damage to the target. If you concentrate for 1 round (a standard action), and the subject remains withing range, it takes another 10d6 points of damage at the end of your next turn.
Personal Truename: If a personal truename is used to speak this utterance, you deal 10d8 points of damage with each instance of damge instead of 10d6.

Kyeudo
2009-08-04, 04:25 PM
The Lexicon of the Crafted Tool

Unlike utterances from the Lexicon of the Evolving Mind, the utterances in this lexicon have no meaning or power when reversed. All the utterances in this lexicon target objects - often the weapons and armor that you, your allies, or your enemies use. Spell Resistance applies to these utterances, as it does normally to spell-like abilities. Also as normal, attended objects gain the benefit of their wielder's spell resistance, if any. However, any item targeted by one of these utterances - attended or not - do not get to save to avoid the effects.

1st Level Utterances
Agitate Metal: Cause a creature's metal equipment to radiate painful heat or cold.
Analyze Item: Discern the properties of a magic item.
Fortify Armor: Make a creature's armor able to negate critical hits and sneak attacks.
Keen Weapon: Improve the threat range of a weapon.
Word of Opening: Door or portal opens.

2nd Level Utterances
Seize Item: Bring an object within range to your hand.
Surpress Weapon: Surpress the energy properties of a weapon.
Weapon of Energy: Weapon deals extra energy damage.
Planar Gateway: Door opens onto another word.
Terminate Spell: Dispell one spell or supernatural ability.
Twist Spell: Convert the damage of a spell from one type to another

3rd Level Utterances
Motion to the Motionless: Animate an object to serve you.
Rebuild Item: Restore an item destroyed within the last round to perfect form and functionality.
Spell Rebirth: Restore a dispelled or dismissed spell.
Surpress Item: Surpress the properties of a magic item.
Transmute Weapon: Change a weapon's special material.
Create Object: As a major creation spell.

4th Level Utterances
Charge Item: Give a staff or wand temporary charges.
Metamagic Catalyst: Give a potion or scroll the benefit of a metamagic feat.
Invulnerability: Make an object immune to all damage.

5th Level Utterances
Unmake: Return an item to its component parts.
Redirect Spell: Change the target of a spell.


Agitate Metal
Level: 1
Target: Metal equipment of one creature or one metal object
Duration: 7 rounds

This utterance functions as a chill metal spell or heat metal spell. You choose which effect - cold or hot - you want to generate when you speak the utterance.
Personal Truename: If you use the object's personal truename to speak this utterance, the object immediately heats to searing or cools to freezing, as appropriate, and remains that way for the duration of the utterance.

Analyze Item
Level: 1
Range: Touch
Target: One object
Duration: Instantaneous

By chanting the various truenames associated with perception and analysis, you determine all the magical properties of the targeted object, including how to activate those functions (if appropriate) and how many charges are left (if any). You also learn any and all spells currently cast upon the object. You cannot determine the function of an artifact with this utterance.
Personal Truename: If you use the object's personal truename to speak this utterance, you also learn part of the object's history. You learn the name (but not truename), race, gender, age, and alignement of anyone who has owned the object in the past year, as well as any significant event (as judged by the DM) that has involved the object in the past year.
Events of incredible importance (such as the slaying of an ancient dragon or the coronation of a great king) sometimes imprint on the item (DM's discretion). These events are always revealed, no matter how much time has passed, as well as whoever owned the object at that time of the event.

Charge Item
Level: 4
Target: One wand or staff with charges remaining
Duration: 1 minute

Your words grant the targeted item 2d4 temporary charges, but the item loses one permanent charge. Temporary charges work much like temporary hit points: when a character uses the item, the temporary charges are used first. When charge item ends, all remaining temporary charges are lost.
Personal Truename: If you speak the personal truename of the object as part of this utterance, the duration of this utterance becomes instantaneous. Instead of gaining 2d4 temporary charges at the cost of one permanent charge, the targeted wand or staff gains 1 permanent charge at the cost of 3 XP per caster level of the targeted object.

Create Object
Level: 3
Effect: One created non-magical object
Duration: 1 minute

You describe an object to the universe and convince the cosmos that it exists, creating it from your words alone.
This utterance functions as a major creation spell, except as noted. The created object can be no larger than 1 cubic foot per rank in Truespeak you posses. You may substitute a Truespeak check for any Craft check needed to create a complex item.
Attempting to use any created object as a material component causes the spell to fail.
Personal Truename: If you speak the personal truename of an object that already exists, the object created is a non-magical copy of the truenamed object, perfect down to the last detail.
Alternatively, you can give the created object a personal truename. Doing so increases the Truespeak DC by 10 and costs one fifth the object's market price in XP (minimum of 1 XP). Doing so changes the duration of this utterance to instantaneous. The created object becomes real for all intents and purposes.

Fortify Armor
Level: 1
Target: One suit of armor
Duration: 1 minute

When you speak this utterance, the targetted armor gives its wearer better protection against critical hits and sneak attacks. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or snake attack is negated and damage is rolled normally. You can increase the level of protection provided by the utterance by voluntarily increasing the Truespeak DC. If you add 10 to the DC, critical hits and sneak attacks are negated 50% of the time, and if you increase the DC by 20 critical hits and sneak attacks are always negated.
Personal Truename: If you use the object's personal truename to speak this utterance, the suit of armor's armor bonus increases by 2 for the duration of the utterance.

Invulnerability
Level: 4
Target: One object
Duration: 1 minute

The target of this utterance becomes impossible to destroy. It is immune to all damage and all attempts to break the object automatically fail. Spells such as disintigrate also fail when used in an attempt to destroy the object, although a mage's disjunction or similar spell would still function, as this effect is removed at the same time as any magical properties the object may have.
Personal Truename: If you use the object's personal truename to speak this utterance, a casting of mage's disjunction or a similar spell has no effect upon the object while it is under the effects of this utterance. It's magical properties remain, as do any ongoing spell effects upon the object. However, all the power of this utterance is exhausted in doing so, causing this utterance to imediately end.

Keen Weapon
Level: 1
Target: One weapon
Duration: 1 minute

This utterance functions as the keen weapon spell, except as noted here. In addition, you can augment the threat range of any weapon, not just piercing or slashing weapons.
Personal Truename: If you use the object's personal truename to speak this utterance, the weapon's critical multiplier increases by 1, so a weapon that does x2 damage on a critical hit would deal x3.

Metamagic Catalyst
Level: 4
Target: One potion or scroll
Duration: 1 round

With this utterance, you can apply one of the following effects to the target potion or scroll: Empower Spell, Heighten Spell (maximum +2 spell levels), Extend Spell, or Enlarge Spell. The utterance has no impact on the amount of time it takes to activate the item, but if it that item is not used within the following round, the effect of the utterance fades.
You can also modify a potion or scroll as with the Widen Spell or Maximize Spell feats, but doing so increases the DC of your Truespeak check by 10.
Personal Truename: If you use the object's personal truename to speak this utterance, the magic item's caster level temporarily increases by 2.

Motion to the Motionless
Level: 3
Target: One unattended object
Duration: 1 minute

You inform the cosmos that an object is alive, animating the object and allowing it to act as you direct.
The targetted object, which can be of any size, becomes an animated object (see the Monster Manual for appropriate game statistics). It understands your spoken commands regardless of the language you speak and obeys as best it can, although its mindless state limits what commands it can understand.
Note that most buildings and other structures count as attended objects unless completely unoccupied. Also note that plants (but not plant creatures) and corpses (but not undead) are objects. Construct creatures are not objects and so cannot be affected by this utterance.
Personal Truename: If you use the object's personal truename to speak this utterance, the animated object has an Intelligence score of 10, allowing it to understand and carry out much more complex commands. The animated object still possesses no feats or skills, nor does its newfound intelligence interfere with its immunity to mind-affecting abilities.

Planar Gateway
Level: 2
Target: One doorway
Duration: 1 minute

With a few words, you trick the universe, making it believe that a doorway's destination lies not on this plane, but on another.
The targeted doorway fills with silvery light, becoming a portal to another realm of existance. Those who step through it are transported to some location on on a plane you specify. With this utterance, you can open the gateway within 5 to 500 miles (5d%) of a particular location on the plane you specify. A portal you open with a particular use of this utterance always takes creatures that pass through to the same location, so as long as creatures use the same gateway they will not become split up. Two way travel through the gateway is possible, but as the location of the other end is hard to determine, this can be difficult to exploit.
Personal Truename: If you speak the personal truename of one or more creatures as part of this utterance, only the named creature(s) can pass through the portal in either direction. Each personal truename included increases the DC to speak this utterance by 2.
If you speak the personal truename of another doorway as part of this utterance, the gateway created connects the two, allowing you to be certain of the destination's location.

Rebuild Item
Level: 3
Target: One destroyed item
Duration: Instantaneous

With this utterance, you instantly restore an item destroyed within the last round to its normal, undamaged state. Magic items affected by this power retain all their magical properties, unlike an item restored with a make whole spell. The reconstituted item has full hit points.
You cannot restore a destroyed artifact with this utterance.
Personal Truename: If you use the object's personal truename to speak this utterance, the amount of time the item has been destroyed becomes less important. As long as the item has not been broken for more than one minute, it is completely restored.

Redirect Spell
Level: 5
Target: One spell
Duration: Instantaneous

You order a spell to shift its course and it obeys.
To use this utterance, you must ready an action, similar to readying an action to counterspell or counterspeak. If you successfully speak this utterance, you can change the target of the spell to any legal target within range of the origional caster and within 60 feet of you. For example, a slay living spell that was targetting your ally could be changed to target the caster (provided the caster is a living creature), but not a creature 30 feet away (as the spell still has a range of touch).
Personal Truename: If you use the spell's personal truename to speak this utterance, you can ignore the spell's normal range and target the spell anywhere withing 60 feet of yourself. For example, you could redirect a cure serious wounds spell cast by an enemy cleric on a troll to an ally 30 feet away, even though the spell has a range of touch.

Seize Item
Level: 2
Target: One object weighing no more than 50 lbs.
Duration: Instantaneous

This utterance brings an object within range to your hand. If the object is unattended, it simply darts to your hand. If attended, such as a wielded weapon, you must make a disarm attempt. You use your Truespeak ranks as your base attack bonus, your Intelligence modifer as your Strength bonus, and a failed attempt does not allow a reactive attempt by the target to disarm you. Spell resistance applies normally for an attended object.
If both your hands are full when you speak this utterance, the item lands in your square at your feet.
Personal Truename: If you use the object's personal truename to speak this utterance, you recieve a +5 bonus on the disarm attempt and can affect items of up to 100 lbs.

Spell Rebirth
Level: 3
Target: One spell, spell-like ability, or supernatural ability.
Duration: Instantaneous

You restore a spell, spell-like ability, or supernatural ability that has just been dispelled or dismissed within the last round. Provided that it had duration remaining, it resumes immediately with all former attributes. The caster level of a supernatural ability is equal to the CR of the caster if not otherwise specified.
Personal Truename: If a personal truename is used to speak this utterance, you restore the targetted spell, spell-like ability, or supernatural ability to its full duration, as though it had just been cast. You can target any such effect, not just those that ended in the past round.

Surpress Item
Level: 3
Target: One magic item
Duration: 1 round, or concentration, up to 5 rounds

By speaking this utterance and focusing, you prevent any magical properties of the item from functioning as long as you concentrate and remain in range. If the item moves out of range, the utterance's effect ends 1 round later. This effect otherwise functions as a dispel magic spell that targets a magic item.
Personal Truename: If you use the object's personal truename to speak this utterance, you do not need to concentrate to sustain the utterance. Its duration becomes 5 rounds.

Surpress Weapon
Level: 2
Target: One weapon with an energy special ability
Duration: 5 rounds

When you speak this utterance, you can prevent a weapon's energy-based special ability (or abilities) from functioning. Such abilities include flaming and frost, amoung others (DM's discretion). If you successfully speak this utterance on a weapon that does not have such a property, it has no effect on the weapon, but you are still considered to have spoken the utterance for the purpose of the Law of Resistance.
You can surpress an energy burst ability by voluntarily increasing the DC of your Truespeak check by 5. If you use this utterance on an energy burst weapon at the regular DC, it has no effect.
Surpress weapon counters and dispells weapon of energy.
Personal Truename: If you use the object's personal truename to speak this utterance, the utterance also surpresses the holy, unholy, anarchic, and axiomatic weapon abilities.

Terminate Spell
Level: 2
Target: One spell or supernatural ability.
Duration: Instantaneous

The targeted spell or supernatural ability is immediately dispelled. The caster level of a supernatural ability is equal to the CR of the caster if not otherwise specified. If the supernatural ability is continuously on, such as a medusa's petryfying gaze, the ability is supressed for 2 rounds.
Personal Truename: If a personal truename is used to speak this utterance, the target of the affected spell, spell-like ability, or supernatural ability has all other spells affecting it with a lower caster level immediately dispelled.

Transmute Weapon
Level: 3
Target: One weapon
Duration: 5 rounds

A weapon targetted by this utterance can be changed into any special material of your choice from which it could normally be made. You can make a weapon cold iron, adamantine, alchemical silver, or whatever other special material you wish, so long as the weapon could normally be made from it. For example, you could transmute a sword to be made of adamantine, but not a bow. Likewise, you could not transmute a sword to darkwood or to ordinary paper.
The weapon is treated as if made of that substance, and its hardness, hit points, and the damage it deals might be affected depending on your choice.
Personal Truename: If you use the object's personal truename to speak this utterance and expend a number of experience points equal to one third the cost adjustment for the special material you choose, you may permanently transform the affected item into the special material of your choice. For example, permanently transforming a longsword into alchemical silver requires the expenditure of 30 xp.

Twist Spell
Level: 2
Descriptors: Acid, Cold, Fire, or Electricity; see text
Target: One spell
Duration: Instantaneous

Your words unravel the spell and spin it into something new.
To use this utterance, you must ready an action, similar to readying an action to counterspell or counterspeak. If you successfully speak this utterance, the targeted spell changes the type of damage it deals to one type of energy damage, either acid, cold, fire, or electricity damage, as chosen by you. For example, you could use twist spell to change the force damage of a magic missile into acid damage or turn the fire damage of a fireball into cold damage.
This utterance has no effect on spells that do not deal hit point damage. Spells that deal ability damage or drain are unaffected.
Personal Truename: If you use the spell's personal truename to speak this utterance, you can transform the spell's damage into pure cosmic energy, causing it to bypass all forms of energy resistance and energy immunity.

Unmake
Level: 5
Target: One object
Duration: Instantaneous

Your words tear apart an object, reducing it to its component parts.
The object you target is instantly unmade, crumbling into its component parts. Gems fall from settings, swords break into chunks of steel, and ink drips from scrolls. This effectively destroys the item, but leaves behind mundane component materials worth one third the items cost (for mundane objects) or one half the items cost (for magical objects). Any experience points paid in the creation of a magic item are simply lost.
Unmake has no effect on artifacts. Any attempt to use this utterance on an artifact automatically fails.
Personal Truename: If you use the object's personal truename to speak this utterance, the object is erased completely from reality, leaving nothing behind. No effect less potent than a wish or miracle can restore that particular object to existance by any means.

Weapon of Energy
Level: 2
Descriptors: Acid, Cold, Electricity, or Fire; see text.
Target: One weapon
Duration: 1 minute

The targeted weapon becomes engulfed in some form of energy: acid, cold, electricity, or fire. This energy does not harm the wielder, but attacks made with the weapon deal an additional 2d6 points of energy damage.
This utterance's descriptor is the same as the type of energy chosen.
Weapon of energy counters and dispells surpress weapon.
Personal Truename: If you use the object's personal truename to speak this utterance, the affected weapon deals an additional 4d6 points of energy damage on a successful critical hit.

Word of Opening
Level: 1
Target: One door, box, or chest
Duration: Instantaneous

You inform the universe that the door is supposed to be open and the universe rushes to fix the discrepancy.
The targeted door, box, or chest springs open immediately. Any and all mundane cirumstances that would prevent it from opening, such as locks, bars, or simply being stuck, are instantly removed. Locks unlock, latches lift, gates raise themselves, etc. Only those things that hold the portal closed are removed, however, so this utterance will not clear a doorway buried beneath rubble. Size has no bearing on which portals can be opened by this utterance. This has no effect on magical means of holding the door closed. This utterance has no effect on artifacts.
Personal Truename: If you use the object's personal truename to speak this utterance, all magical or supernatural effects holding the door closed are also dispelled. Even an arcane lock spell is permanently removed by this utterance. The utterance still cannot open any door that either is an artifact or is held shut by an artifact.

Kyeudo
2009-08-04, 04:26 PM
Lexicon of the Perfected Map

As with utterances from the Lexicon of the Crafted Tool, these utterances have no meaning or power when reveresed. They all target nearby areas, allowing you to reshape the landscape that surrounds you.
Unless otherwise specified, these utterances affect a 20-foot-radius spread and allow no saving throw.

1st Level Utterances
Fog From the Void: Create a cloud of fog that obscures sight and makes movement difficult.
Master of the Four Winds: Bend the winds to your will.
Shockwave: A violent pulse of energy knocks creatures from their feet.
Speak Rock to Mud: Turn solid rock into cloying mud.
Shield of the Landscape: Alter the landscape to temporarily negate or provide cover.
Skyward Eye: View any place, like a scry spell.

2nd Level Utterances
Lore of the World: The world gives you information you request
Transform the Landscape: Add or remove difficult terrain.
Energy Vortex: Fill the area with energy that damages your foes.
Transposition of Location: Trade the locations of two places.

3rd Level Utterances
Anger the Sleeping Earth: Shake the earth, as the earthquake spell
Thwart the Traveler: Prevent extradimensional travel in the area.
Deny Passage: Prevent creatures from entering or leaving an area.

4th Level Utterances
Call the Fallen Stars: Rain meteors on your foes.
Conjunctive Gate: As a gate spell
Words of Creation: Create your own demiplane


Anger the Sleeping Earth
Level: 3
Duration: 1 round
Saving Throw: Reflex half; see text of earthquake

By speaking this utterance, you cause the earth to tremble and quake violently. This utterance functions as an earthquake spell.
Personal Truename: If a personal truename is used to speak this utterance, the area of the spell becomes a 40-ft-radius spread and the save DCs for all of the Earthquake's effects is increased by 5.

Call the Fallen Stars
Level: 4
Descriptors: Fire
Duration: Concentration, up to 10 rounds
Area: 10-ft-radius spread
Saving Throw: Reflex half

Your words pull the stars from the sky, causing them to plummet to earth as burning meteors.
This utterance summons blazing meteors from the sky, which crash into the ground and explode. Each round you concentrate on this utterance, a meteor lands where you wish at any point within 60 ft and explodes, dealing 8d6 points of damage to each creature within 10 feet. Creatures caught in the blast can attempt a Reflex save for half damage. This damage is half fire damage and have bludgeoning damage.
This utterance only functions in outdoor areas. It has no effect if spoken inside a building or while underground.
Personal Truename: If a personal truename is used to speak this utterance, its area increases to a 20-foot-radius spread.

Conjunctive Gate
Level: 4
Descriptors: See text of the gate spell
Duration: Instantaneous or concentration (up to 1 minute)
Effect: One planar gateway or one called creature.

This utterance functions as a gate spell with a caster level equal to (your ranks in Truespeak - 3), except as noted.
To hold the gate open, you must concentrate on the desired destination. You may only hold the gate open for a maximum of one minute this way.
Using conjunctive gate to call a creature for service costs the truenamer 1000 xp, as normal for a gate spell.
Personal Truename: If you speak the personal truename of the creature you call when using this utterance, the called creature is more ameniable to long term service. It charges only half of what it normally would to do tasks longer than 1 round/caster level.
If you speak both the personal truename of your departure location and your target destination and expend 3000 xp as part of speaking this utterance, the duration of the utterance becomes instantaneous. The created gateway stays open indefinately. Only counterspeaking the effect or using a spell can shut a gate opened in this way. A dimensional lock or dimensional anchor spell cast on the gateway closes it if the caster succeeds on a caster level check (DC 10 + your Truespeak modifier). A mage's disjunction spell immediately closes the gateway. Incorporating both personal truenames into this utterance for this effect only inflicts the difficulty increase for speaking a personal truename once.

Deny Passage
Level: 3
Duration: 1 minute
Area: 20 ft. cube

If your Truespeak check is successful you can forbid creatures from entering the area of the utterance. Unless you allow a creature inside (an immediate action on your part), it is held at bay just outside the place as if affected by a protection from evil spell (although for this utterance the alignment of the creature doesn't matter).
You likewise prevent creatures from leaving the truenamed place. Unless you allow a creature to leave (as an immediate action), it is held at bay at the boundary of the area.
Personal Truename: If you speak a creature's personal truename as part of this utterance, that creature is exempt from the effects of this utterance. Every personal truename included this way raises the Truespeak DC of this utterance by 2.
If you instead speak the personal truename of the location, all creatures that you do not want inside the area are forced out violently. They are hurled prone into whichever open square outside the area of effect is nearest to their position.

Energy Vortex
Level: 2
Descriptors: Acid, Cold, Electricity or Fire (depending on energy chosen)
Duration: 1 minute

You fill the air around your foes with energy, dealing damage. You choose the type of damage to deal when you speak this utterance: acid, cold, electricity, or fire. Creatures in the affected area take 2d6 points of damage and an additional 2d6 points of damage at the begining of each of their turns while they remain in the area.
Personal Truename: If you speak a creature's personal truename as part of this utterance, that creature takes no damage from this utterance. Every personal truename included this way raises the Truespeak DC of this utterance by 2. If you instead speak the personal truename of the location, only those you deem enemies take damage from this utterance.

Fog From the Void
Level: 1
Duration: 1 minute

This utterance functions as a solid fog spell, except as noted.
Personal Truename: If you speak a creature's personal truename as part of this utterance, that creature is not slowed down by the fog, nor does it suffer a penalty on attack and damage rolls from the fog. It is, however, no more able to see through the fog than normal. Every personal truename included this way raises the Truespeak DC of this utterance by 2.
If you instead speak the personal truename of the location, only those you deem enemies are slowed and penalized by the fog.

Lore of the World
Level: 2
Duration: 1 minute
Area: 20-ft.-radius spread centered on you

This utterance allows you to speak with objects in the area as though you were under the effects of a stone tell spell, except you can speak with any object in the area, not just stones. In addition to the information provided by that spell, you can tap into the knowledge of the land directly, providing you with the exact distance and direction to a location you seek within one mile. You must know the name (but not necessarily the truename) of the place you are trying to locate to use this aspect of the utterance. If multiple locations exist within the area that match the name you of the place you seek, the spell gives you the direction and distance to the closest one.
Personal Truename: If you speak the personal truename of a place as part of this utterance, the utterance gives you directions to that location as the find the path spell. This aspect of the utterance works regardless of how far away the truenamed location is from your current location.

Master of the Four Winds
Level: 1
Duration: 1 minute
Area: 100 ft. radius cylinder 40 ft. high
Range: 200 ft.

This utterance functions as a control winds spell, except as noted.
Personal Truename: If you speak the personal truename of a place as part of this utterance, the area of the utterance expands to fill the whole of the named region. For example, if you used the personal truename of the town of Mayfair as part of this utterance, the area of the utterance would include everything within the town limits of Mayfair.

Shield of the Landscape
Level: 1
Duration: 1 minute

You can temporarily create or remove natural obstacles that provide cover. Any natural object in the area that you designate withers and shrinks. Objects that provided total cover now provides only cover, and any object that provided cover no longer does so.
Further, you can create small outcroppings of cover behind which you and your allies can hide. you can cause any square of natural terrain in the area, such as earth or unworked stone, to sprout stalactities, large rocks, small trees, or other obstacles that provide cover to anyone standing in that square but do not hinder movement through those squares.
After this utterance's duration expires, the affected natural obstacles resume their normal shape and position.
Personal Truename: If you speak a creature's personal truename as part of this utterance, the effects of this utterance "follow" the creature around while it remains in the affected area. If the creature is an enemy, he finds any natural cover he attempts to use reduced, but only so long as he is using it as cover. If the creature is an ally, cover sprouts in any natural square that creature occupies or passes through, disapearing once he leaves the square. Every personal truename included this way raises the Truespeak DC of this utterance by 2. If you instead speak the personal truename of the location, you can change which squares are reduced and which squares are sprouting cover as an immediate action.

Shockwave
Level: 1
Duration: Instantaneous

This utterance causes a violent shockwave of energy to ripple through the affected area. Creatures in the area take 5d6 points of nonlethal damage and are knocked prone.
Personal Truename: If you speak the personal truename of the targeted area as part of this utterance, this utterance deals 10d6 points of nonlethal damage instead of 5d6.

Skyward Eye
Level: 1
Range: See text
Duration: 1 minute
Area: 20-ft.-radius emanation

You describe a place in the language of the universe and suddenly a vision of that location is revealed to you.
This utterance allows you to both see and hear everything within the affected area for the duration, although you cannot see beyond that area. You can target any place you know the location of, regardless of distance or line of effect.
Personal Truename: If you speak a creature's personal truename as part of this utterance, this utterance's area is automatically centered on that creature's current location. The area does not move with the subject, however.
If you instead speak the personal truename of a place, you can see and hear everywhere within that location, all at once. The magic of this utterance allows you to comprehend all of this information at the same time. This replaces the utterance's normal area.

Speak Rock to Mud
Level: 1
Duration: 1 minute

This utterance functions as a transmute rock to mud spell, except as noted here.
Personal Truename: If you speak the personal truename of the targeted area as part of this utterance, the duration of this utterance becomes instantaneous, causing the produced mud to never revert back to stone.

Thwart the Traveler
Level: 3
Duration: 1 minute

This utterance functions as a dimensional lock spell, except as noted here.
Personal Truename: If you speak a creature's personal truename as part of this utterance, the creature is exempt from the utterance's effect. Every personal truename included this way raises the Truespeak DC of this utterance by 2.
If you speak the personal truename of the location and expend 4000 XP, the duration of this utterance becomes instantaneous. This means that the effect lasts indefinately. A dispel magic spell can surpress the effect for 10 minutes if the caster suceeds on a caster level check (DC 10 + your Truespeak modifier). A mage's disjunction permanently removes the effect.

Transform the Landscape
Level: 2
Duration: 1 minute

You can cause natural terrain in the area, such as earth or unworked stone, to buckle and crack, making it more difficult to pass through. Any such square in the area that you designate becomes difficult terrain. This difficult terrain does not obscure line of sight or provide cover.
Further, you can smooth an area of natural difficult terrain, eliminating penalties to movement or skill checks the terrain would normall impose. Eliminating difficult terrain does not eliminate terrain features that provide cover.
For the purposes of smoothing difficult terrain, light rubble, dense rubble, and undergrowth all count as difficult terrain when using this utterance.
After the utterance's duration expires, the affected terrain returns to its normal shape and position.
Personal Truename: If you speak a creature's personal truename as part of this utterance, the effects of this utterance "follow" the creature around as long as it remains in the affected area. If the creature is an enemy, he finds any square of natural terrain that he passes through to be difficult terrain, as the ground cracks and breaks just as he steps onto into it and then smooths out as soon as he leaves. If the creature is an ally, natural difficult terrain smooths as he moves through it and returns to normal as he leaves. Every personal truename included this way raises the Truespeak DC of this utterance by 2.
If you instead speak the personal truename of the location, you can change which squares are being made difficult terrain and which squares are being smoothed as a free action for the duration of the utterance.

Transposition of Location
Level: 2
Range: 60 ft; see text
Duration: 1 minute
Area: One 20 ft. cube

The area you target with this utterance trades places with an equivalently shaped area at the location you name. Any creatures caught or objects completely contained within either of the two areas travel with their respective area to the new location instantly. The maximum distance the two areas can be exchanged over is up to 100 miles per rank of Truespeak you possess.
At the end of the duration, the two areas return to their natural locations, again taking any creatures or objects completely contained within either area with them. Creatures and objects that have been brought in to either area are transported, but not creatures or objects that have been removed from either location.
However, due to the exacting detail with which you must describe the two locations to be exchanged, this utterance is not always accurate. There is a base chance of 30% that the utterance will instead swap with a location similar to the one you had intended. This chance decreases by 5% for every 2 points by which you exceed the base Truespeak DC needed to speak this utterance.
If this utterance does target a similar area, the area that is actually exchanged will be visually or thematically similar to the location you were attempting to swap with, such as ariving in an alchemist's lab or a library when attempting to swap with a room from a wizard's tower. This alternate location will usually be about (1d10 x 1d10% of the total distance you had origionally wished to cover) off course from your intended destination, but can be greater if no similar location is that near. For example, if you had intended to translocate your location with one 2000 miles away and rolled a 1 and 2 on the d10s, you would find yourself roughly 40 miles off target, provided a similar location can be found that near.
The sudden removal or interposition of a location's features magically applies no effect to surrounding areas. For example, transposing the wall out of a building does not damage the structure in any way, leaving no mark or seam once the utterance ends, transposing a section of ocean into a lake of lava will not cause the water to boil nor the lava to solidify, and transposing a section of ground with a section of sky will result in a section of ground hovering mysteriously in midair.
Objects and creatures not fully contained within either area are not transported. If they could not coexist with the newly transposed location, for example a ship with a section of water beneath it suddenly transposed with solid rock, the creature or object is shunted to the nearest open location without harm.
This utterance can only transpose locations on the same plane of existance; it cannot work between planes.
Personal Truename: If you speak the personal truename of a place as part of this utterance, the location you target is transposed with the named place with no chance of innacuracy and across any distance. This still does not allow the utterance to work across planes of existance.

Words of Creation
Level: 4
Duration: Instantaneous
Area: Up to four 5-ft cubes.

Your words cause an entire new plane of existance to spring into being, to be shaped as you will.
This utterance can only be used on the Astral Plane or inside of a demiplane.
When spoken on the Astral Plane, you cause a new demiplane to come into being, with a permanent two-way gateway connecting to it opening at your current location. The demiplane is a functionally infinite, lightless, gravityless expanse initially empty of anything except breathable air, but it does possess whatever elemental, energy, or alignment traits you wish. The demiplane always has the normal time trait, meaning that time passes in the demiplane at the same rate as time passes on the Material Plane. The demiplane is always alterably morphic and has the normal magic trait.
When used inside a demiplane you own, it instead creates, destroys, or alters some aspect of your demiplane. A demiplane's owner is the one who created it in most cases. This utterance can do one of the following each time it is spoken:
Create or destroy earth, stone, or water in its area. This cannot create valuble or rare materials, such as gold, rubies, uranium, holy water, or adamantine, although you could add those yourself later.
Set the direction and strength of gravity in its area. The gravity can be no gravity, light gravity, normal gravity, or heavy gravity. You choose which direction is considered "down" in any particular square.
Set the level of light in its area. This can be bright illumination, shadowy illumination, or darkness. Areas of bright illumination shed shadowy illumination into adjacent squares.
Surpress or reinstate a planar trait in its area. For example, if you created a demiplane that was fire dominant and strongly good-aligned, you could surpress the fire dominant trait in a particular place, preventing creatures there from taking fire damage, or you could surpress the strongly good-aligned trait, preventing evil and neutral creatures from taking Charisma penalties while in that part of the plane. This is only an "on" or "off" decision. You cannot instate a new planar trait, nor can you merely lessen a planar trait (such as majorly positive dominant to only minorly positive dominant).
Create vegatation in its area. This can be any sort of tree, shrub, flower, or other plants you may wish. You cannot create rare or valuble varieties of vegetation with this, such as darkwood or black lotuses.
Personal Truename: If you speak the personal truename of a demiplane when you use this utterance, you can take ownership of the demiplane from its current owner. If the previous owner is deceased, gaining ownership is automatic, otherwise you and the current owner make opposed character level checks. Whoever wins becomes the owner of the demiplane. The loser cannot attempt to retake control of the demiplane for 24 hours.
If you are speaking this utterance on the Astral Plane, you can give the newborn demiplane a personal truename of your choosing. Doing so increases the Truespeak DC of this utterance by 10, and otherwise functions as normal (although knowing the demiplane's truename can be used to enhance any other utterances you know from the Lexicon of the Perfected Map used inside).

Kyeudo
2009-08-04, 04:27 PM
Truename Magic Items

Truenamers are not known for their skill with artifice and cannot make any of the more standard magic items, such as potions, wands and scrolls, so truename magic items tend to be fairly rare when compared to the magic items created by wizards, sorcerers, and artificers. Still, some magic items created through truename magic achieve effects that are outside the capabilities of ordinary magic items.

Truename magic items always carry an aura of universal magic. Truename magic items do not have a minimum caster level. Instead, they have a minimum number of ranks in Truespeak (abreviated TR) required to create them, which serves as their caster level for any purpose requiring such.

Bottled Echos
A bottled echo is a glass bottle containing the echoing words of an utterance. The sounds of the utterance echoing can be faintly heard through the glass if one presses his ear to the bottle.
Bottled echos are like utterances targeting whomever is nearest when the bottle is opened. The character affteted by the bottled echo doesn't get to make any decisions about the effect - the truenamer who bottled the utterance has already done so. For example, a bottled echo of reversed energy negation is always designed to deal one type of energy damage chosen by the creator. Whoever is affected by the bottle echo is both the effective caster and the effective target, so some utterances have strange effects when made into a bottled echo, such as the singular mind utterance.
Bottled echos have two restrictions as to who they can effect. First, each bottled echo is designed to affect only a particular creature type, such as humanoid or outsider. Anyone that does not have that creature type cannot be affected by that particular bottled echo. Second, a bottled echo has a maximum CR that it can affect. Anyone with a greater CR cannot be affected by that utterance.
Physical Discription: A typical bottled echo is a spherical glass container fitted with a tight stopper. The container vibrates slightly from the words echoing within it. The container has AC 13, 1 hit point, hardness 1, and a break DC of 12.
Activation: Unstoppering or throwing a bottled echo requires no special skill. Using a bottled echo is a standard action. Affecting yourself if automatic, but affecting another creature requires a successful ranged touch attack to throw the bottled echo. A bottled echo has a range increment of 10ft. If the touch attack fails, use the "Missing with a Thrown Weapon" table to determine where the bottled echo lands. A qualified creature within 5 feet of where the bottled utterance is affected (if more than one qualified creature is within 5 feet, choose randomly). Otherwise, the bottled echo is wasted. Using a bottled echo provokes attacks of oppourtunity. A bottled echo can be used only once.
Saving throws against a bottled echo are made at a DC of 10 + 1/2 the number of hit dice the bottled echo could affect + the utterance's level.
Aura/Truespeak Ranks: Weak to strong universal. TR varies.
Market Price: 25 gp x the maximum CR the bottled echo can affect x the level of the stored utterance
Creating a Bottled Echo: The creator of a bottled echo needs a quiet place to work (to reduce possible contamination of the sound), a container to hold the utterance, and special salves and oils to treat the container with to ensure the proper preservation of the utterance. The costs for these materials are subsumed in the cost for creating the bottled echo - 12.5 gp x the maximum CR the bottled echo can affect x the level of the bottled utterance. All ingredients used to create the bottled echo must be fresh and unused. The character must pay the full cost for creating each bottled echo.
Only utterances from the Lexicon of the Evolving Mind can be made into bottled echos. The creator must know the utterance to be stored in the bottled echo. If the utterance carries an XP cost, he must pay that XP cost. The creator chooses which creature type the bottle echo will affect when he creates the bottled echo. The maximum CR that the bottled Echo can affect can be up to the creator's number of ranks in Truespeak.
You can create a bottle echo incorporating a personal truename, but the bottled echo becomes useless against anyone but the named creature. It still can only affect the named creature if the creature's CR is less than the CR limit on the bottled utterance. Using a personal truename does not affect the cost of a bottled echo.

Inscriptions
Inscriptions are a broad class of Truename magic items, functionally similar to wonderous items in most cases. Most inscriptions are a set of runic characters engraved upon some other object, although some are completely seperate items themselves. Because of the exacting nature of Truespeak, much of the cost of creating an inscription is actually practice materials or waste caused by tiny flaws in execution.
All inscriptions share one particular requirement. You must know the personal truename of whatever it is you are putting the inscription on, be it a sword, a parchment, or your ally.
If an inscription acts as a weapon or armor special ability, it can be placed on any item of at least masterwork quality; the weapon or armor does not need to be at least +1 already.


Amulet of the Silver Tongue
An amulet of the silver tongue makes its wearer better able to pronounce words clearly and correctly.
Discription: An amulet of the silver tongue is a small circular amulet, most often made of silver, depicting a grinning face with an open mouth. Words of Truespeach relating to competence and clarity are etched around the edge.
Prerequisite: The amulet functions for any creature, but only those with the Truespeak skill benefit from wearing it.
Activation: An amulet of the silver tongue provides its bonus as long as it is worn.
Effect: The lesser version of the amulet provides a +5 competence bonus on Truespeak checks. A greater amulet of the silver tongue grants a +10 competence bonus.
Aura/Truespeak Ranks: Moderate universal, TR 10 (lesser) or Strong Universal, TR 15 (greater)
Construction: Engrave Inscription, universal aptitude, , 1,250 gp (lesser) or 5,000 gp (greater), 100 XP (lesser) or 400 XP (greater), 3 days (lesser) or 10 days (greater).
Weight: -
Price: 2,500 gp (lesser) or 10,000 gp (greater)

Inscription of Namebane
An inscription of namebane makes a weapon more deadly against a single creature.
Discription: A namebane weapon is carved with sharp-edged runes of hatred towards a single creature.
Prerequisite: An inscription of namebane can be added to any weapon.
Activation: A namebane weapon's ability only applies against a single creature, chosen at the time of the weapon's creation. It's ability activates whenever it is used to attack that creature.
Effect: Agaist its designated foe, a namebane weapon's effective enhancement bonus is +2 better than its normal enhancement bonus (so a masterwork longsword is a +2 longsword against its foe). It deals an extra 2d6 damage against its foe. Bows, crossbows, and slings so crafted bestow the namebane quality upon their ammunition. Anyone in possession of a namebane weapon recieves a +4 circumstance bonus on Knowledge rolls to research the personal truename of the weapon's foe.
Aura/Truespeak Ranks: Moderate universal, TR 10.
Construction: Engrave Inscription, must know the personal truename of the creature that the namebane will target, 5,000 gp, 400 XP, 10 days.
Price: +10,000 gp

Namestone
A namestone acts as a magical connection to a single creature.
Discription: A namestone is a glittering oval gemstone engraved with a single creature's personal truename. The type of gem used is usually one with some special association to its associated creature.
Prerequisite: A namestone works for anyone, although those who cast spells or speak utterances derive the most benefit from possessing one. A namestone's powers all function only in relation to a single creature, chosen when the namestone is created.
Activation: Noting a creature's direction using a namestone is a move action. All other powers are always active.
Effect: A namestone has several effects. First, anyone can point unnerringly towards the creature associated with the namestone. This only determines direction, not distance, but does ensure that you can always locate that creature, given enough effort.
Second, any spell or utterance that targets one or more creatures can be cast on the namestone and affect the associated creature, so long as the associated creature is within 60 feet of the namestone. Spells requiring a touch attack or ranged touch attack automatically succeed in hitting the associated creature so long as the caster holds the namestone.
Lastly, the namestone is inscribed with the associated creature's personal truename. Not only does this reveal the truename to anyone who examines the namestone, but anyone holding the namestone recieves a magical +4 circumstance bonus on all attempts to speak that personal truename.
Aura/Truespeak Ranks: Strong universal, TR 20.
Construction: Engrave Inscription, confounding resistance, lore of the world, must know the personal truename of the creature that the namestone is to be associated with, 500,000 gp, 4000 XP, 100 days
Price: 100,000 gp

Mark of Wholeness
A mark of wholeness protects an object from destruction.
Discription: A mark of wholeness is a black, inked design on an object, composed of various words of Truespeak associated with completeness and solidity.
Prerequisite: A mark of wholeness works on any object it is inscribed on.
Activation: A mark of wholeness activates immediately upon an object losing its last hit point or otherwise being destroyed. It glows a bright copper color, then fades away to nothingness.
Effect: A mark of wholeness restores the object it is scribed upon to complete wholeness the moment that the object is broken, as the rebuild item utterance. The mark only works once and then is consumed.
Aura/Truespeak Ranks: Moderate universal, TR 11.
Construction: Engrave Inscription, rebuild item, 800 gp, 64 XP, 2 days.
Price: 1,600 gp

Inscription of Judgement
An inscription of judgement makes a weapon more deadly against good or evil.
Discription: A weapon of judgement is decorated with runes inlaid with silver (for an inscription of holy judgement), or onyx (for an inscription of unholy judgement).
Prerequisite: An inscription of judgement can be added to any weapon. When you add the inscription to the weapon, you choose which version to add. A weapon can bear only one inscription of judgement.
Activation: You may activate a weapon of judgement on any attack as a free action. A weapon of judgement can be used once per day. When activated, the runes on the weapon glow brightly with silvery or reddish light.
Effect: When a weapon of judgement is activated, it becomes charged with holy or unholy power for one attack. If the attack hits, the wielder recieves a bonus on his damage roll equal to his Hit Dice, but only if the creature attacked is evil (for an inscription of holy judgement) or good (for an inscription of unholy judgement).
Aura/Truespeak Ranks: Moderate universal (good or evil), TR 9.
Construction: Engrave Inscription, incarnation of angels, 3600 gp, 288 XP, 2 days.
Price: +7,200 gp

Tattoos of Sure Defense
Tattoos of sure defense help a creature better defend itself.
Discription: Tattoos of sure defense are a series of truespeak characters tatooed across much of a creature's upper torso, spelling out sutras of foresight and safety.
Prerequisite: Any creature can bear tattoos of sure defense, but the tattoos only function for the creature they were created for. Further, once a creature recieves the tattoos, they cannot be removed by any means short of a regeneration spell cast for just such a purpose. The subject must be willing for the tattoos to be removed, as removing the tattoos destroys them.
Body Slot: Armor/Robe (Wearing a suit of magic armor or a magic robe on top of the tattoos surpresses their effect in favor of the armor or robe.)
Activation: Tattoos of sure defense are always active.
Effect: A creature bearing tattoos of sure defense recieves an untyped bonus to Armor Class from +1 to +4, depending on the quality of the tattoos.
Aura/Truespeak Ranks: Weak to strong universal, TR (5 x bonus).
Construction: Engrave Inscription, defensive edge; 2,000 gp, 160 Xp, 4 days (+1); 8,000 gp, 640 Xp, 16 days (+2); 16,000 gp, 1440 Xp, 36 days (+3); 32,000 gp, 2560 Xp, 64 days (+4); The creature to be tattooed must be present for the entire length of construction.
Price: 4,000 gp (+1), 16,000 (+2), 36,000 (+3), 64,000 (+4)

Slave's Brand
A slave's brand makes a creature your unwilling servant.
Discription: A slave's brand is tattoo that entwines the truenames of the bearer and his intended master with truenames associated with servitude and command.
Prerequisite: A slave's brand can only be placed on a creature, though that creature need not be willing. A slave's brand only functions on the creature it is created for. Once a creature recieves a slave's brand, it cannot be removed by any means short of a regeneration spell cast for just such a purpose. Removing the slave's brand destroys it.
Activation: A slave's brand activates whenever the creature's master issues the subject a spoken command.
Effect: A creature marked with a slave's brand must succeed on a DC 20 Will Save whenever issued a command by his master or be forced to carry out that command as though dominated (as the spell dominate monster). The effect lasts until the command is fufilled, the slave's brand is removed, or the master dies, whichever comes first.
Aura/Truespeak Ranks: Strong universal, TR 20.
Construction: Engrave Inscription, singular mind, 120,000 gp, 9,600 XP, 240 days; The creature to be tattooed must be present for the entire length of construction.
Price: 240,000 gp

Inscription of Sharp Blows
An inscription of sharp blows causes a weapon to deal more damage on a critical hit.
Discription: A weapon of sharp blows is has a tracery of runes along its edge or striking surface. Such weapons usually seem to be unnaturaly sharp or unusually heavy (although this does not add to the weapon's actual weight).
Prerequisite: An inscription of sharp blows can be added to any weapon.
Activation: A weapon of sharp blows' ability becomes apparent whenever the weapon scores a successful critical hit. The runes briefly flash white as they strike.
Effect: A weapon of sharp blows has its critical multiplier increased by 1. (For example, a longsword of sharp blows would deal x3 damage on a successful critical hit)
Aura/Truespeak Ranks: Moderate universal, TR 13.
Construction: Engrave Inscription, keen weapon.
Price: +1 bonus

Amulet of Another Name
An amulet of another name protects you from some Truespeach effects by temporarily replacing your personal truename with another.
Discription: An amulet of another name is a rectangular silver plate on a thin chain. The plate is inscribed with a unique personal truename, as well as other truenames that define it to be the wearer's own.
Prerequisite: An amulet of another name can be worn by any living creature that possesses a personal truename.
Body Slot: Neck
Activation: An amulet of another name is active as long as it is worn.
Effect: While a creature wears an amulet of another name, it has a different personal truename than normal. Its origional personal truename still exists, but attempts to use it to affect the creature wearing the amulet fail. The creature's origional personal truename returns if the amulet is removed for any reason.
Anyone speaking the personal truename inscribed on the amulet affects the creature wearing it as though he had just spoken that creature's personal truename. The DC to reseach the personal truename on the amulet is the same as to research the amulet's personal truename (although the two personal truenames are completely seperate; researching one does not reveal the other).
Aura/Truespeak Ranks: Major universal, TR 20.
Construction: Engrave Inscription, 50,000 gp, 4,000 XP, 100 days.
Price: 100,000 gp

Inscription of Loyalty
An inscription of loyalty is a sort of supernatural mark of ownership. It magically links an item to a creature's personal truename, causing the item to constantly seek to be in that creature's possession. The linked creature is called the item's true owner.
Discription: An inscription of loyalty is a small engraving, usually on some part of the item that is not immediately visible.
Prerequisite: An inscription of loyalty can be added to any item.
Activation: An inscription of loyalty's teleportation ability activates the first time the item the inscription is placed on becomes unattended after it has been out of the true owner's possession for 24 hours. An inscription of loyalty's abilities can be surpressed indefinately by a remove curse or break enchantment spell. The inscription remains surpressed until the next time the true owner handles the item.
Effect: An inscription of loyalty grants the true owner a +10 bonus on all disarm and sunder rolls involving the item. If the true owner loses the item, the inscription of loyalty will cause the item to teleport to the true owner's location and be found among his other posessions.
Aura/Truespeak Ranks: Moderate universal, TR 10.
Construction: Engrave Inscription, must know the personal truename of the intended true owner, sieze item, 2,000 gp, 160 Xp, 4 days.
Price: +4000 gp


Artifacts

Connected as it is to the fundamental nature of the universe, it is no surprise that some of the most powerful artifacts in existance are tied to the power of Truenaming.

In addition to the Book of True Binds and the Tome of Truenaming, the following are artifacts associated with Truespeach.


The Book of Genesis
The Book of Genesis is thought to be the origin point for the whole of the Material Plane.
Discription: The Book of Genesis, as its name would suggest, is a book, about two feet long, about a foot and a half in width, and over a foot thick. The book is bound in age-darkened leather and its pages are covered in writing using the language of Truespeak. The pages towards the back of the tome are yellowed and crumbling with age, while those towards the front are new, the ink almost still wet on the page. The Book of Genesis has so far proved impervious to all attempts to destroy it or its pages. Only age can destroy any page from the book, but as soon as one page crumbles to dust, a new page appears at the front of the book, already covered with writing.
Prerequisite: Only those that can speak at least one utterance can read the Book of Genesis.
Activation: Using the words of creation ability of the Book of Genesis is a standard action. All other effects of the book are continuous.
Effect: Before anyone can tap into the power of the Book of Genesis, they must first spend a week studying its pages. Once that week is complete, they gain the ability to use the words of creation utterance for as long as the book remains in their possession, regardless of their level or ranks in Truespeak. Further, he can reshape the Material Plane as though it was his own demiplane. As a final benefit, anyone in possession of the Book of Genesis gains a +10 circumstance bonus on Knowledge checks to research personal truenames and noone is considered obscure to the possesser for the purpose of researching their personal truename.
The Book of Genesis is inextricably linked to the Material Plane. All attempts to remove the book from the Material Plane, including attempts to store the book in an extradimensional space, fail automatically. Scholars of Truespeak theorize that destroying the Book of Genesis or otherwise removing it from the Material Plane would have disasterous consequences.
Aura/Truespeak Ranks: Major universal, TR 23.

Kyeudo
2009-08-04, 04:28 PM
Acolyte of the Ego

"Know thyself"

- Abbot Ira Dravinian, Acolyte of the Ego

The Acolytes of the Ego are an order of monks who seek mastery over themselves through mastery over their own truenames and through it transcend the limits of their mortal selves.


Entry Requirements
Alignment: Any Lawful
Skills: Concentration 8 ranks, Truespeak 8 ranks
Special: Still Mind class feature, must know your own personal truename

Class Skills
The Acolyte of the Ego's class skills are Balance, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Move Silently, Profession, Listen, Spot, Swim, Truespeak, and Tumble.
Skill Points at Each Level: 4 + Int modifier

Class Features
As you advance as an Acolyte of the Ego, you learn to new ways in which to recite your truename, allowing you to give yourself abilities above and beyond your already considerable martial talents.
Hit Dice: d8

Monk Abilities: An acolyte of the ego adds his class level to her monk level to determine his class-based AC bonus, his unarmed damage, his unarmored speed bonus, and his flurry of blows progression. His acolyte of the ego levels count as monk levels for determining the number of times per day he can use the Stunning Fist feat. An acolyte of the ego does not count his class level for the purpose of determining when he gains any other monk class feature.

Recitations (Sp): An acolyte of the ego gradually masters various ways in which to recite his own personal truename. These recitations reinforce the acolyte in the mind of the universe, giving him special abilities by making him more "real" than his surroundings. These recitations function as utterances (and can thus be affected by Inflection feats), but they have one major difference. Every recitation requires an acolyte of the ego to speak his own personal truename. As such, they can affect only him and never carry an additional personal truename effect. Each recitation lasts for one minute unless otherwise noted.
An acolyte of the ego learns a new recitation with every class level, as given in the table. An acolyte of the ego can only learn a recitation with a level less than or equal to half his acolyte of the ego level (round up), so a 3rd level acolyte of the ego can learn only 2nd level recitations. You may have as many recitations active at one time as you wish, but recitations obey both the Law of Sequence and the Law of Resistance.

Personal Truename Focus (Ex): At 4th level, an acolyte of the ego becomes thoroughly practiced in speaking his own personal truename, granting him a +4 bonus on all Truespeak checks involved in speaking his own truename. This stacks with the bonus a creature normally recieves for speaking its own personal truename.

Twinned Recitation (Sp): An acolyte of the ego of at least 7th level can combine two recitations that he knows, allowing him to use both with a single Truespeak check.

Personal Truename Mastery (Ex): At 10th levle, the acolyte of the ego has his own truename engrained into his very soul. He can take 10 on any Truespeak check to speak his own personal truename, even if circumstances, such as nearby danger, would not normally allow him to take 10. This explicitly allows the acolyte of the ego to take 10 on Truespeak check to speak his own personal truename, even though you normally cannot take 10 on a Truespeak check.

Muticlass Note: Monks who multiclass into this prestige class can continue advancing as monks.

The Acolyte of the Ego
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Recitations Known

1st|
+0|
+2|
+2|
+2|Monk Abilities, Recitations (1st Level)|
1

2nd|
+1|
+3|
+3|
+3||
2

3rd|
+2|
+3|
+3|
+3|Recitations (2nd Level)|
3

4th|
+3|
+4|
+4|
+4|Personal Truename Focus|
4

5th|
+3|
+4|
+4|
+4|Recitations (3rd Level)|
5

6th|
+4|
+5|
+5|
+5|Twinned Recitation|
6

7th|
+5|
+5|
+5|
+5|Recitations (4th Level)|
7

8th|
+6|
+6|
+6|
+6||
8

9th|
+6|
+6|
+6|
+6|Recitations (5th Level)|
9

10th|
+7|
+7|
+7|
+7|Personal Truename Mastery|
10
[/table]

Recitations

1st Level Recititations
Recitation of the Indomitable Fortress: Like a mighty tower, you find the blows of your enemies to be too feeble to harm you. You gain a bonus to your natural armor bonus equal to 1/2 your class level (minimum +1).
Recitation of the Pristine Snow: As fresh fallen snow is unmarred, so too are you. You immediately are cured of any poison or disease currently affecting you and become immune to poison and disease.
Recitation of Verdant Spring: As the spring abounds with life and new growth, so also do you. You gain fast healing equal to your class level.
Recitation of the Unwavering Sun: There is no darkness within the sun's sight and niether is there in yours. You can see clearly in any level of light out to any distance. Magical darkness does not impair your vision in any way.
Recitation of the Dancing Feather: Like a feather on a breeze, you step lightly across the world. You gain a bonus equal to your class level on all Balance, Climb, Jump, Move Silently, and Tumble checks.

2nd Level Recitations
Recitation of the Pouncing Tiger: As few things are swifter than a pouncing tiger, so is it with you. You gain a bonus to your Dexterity equal to 1/2 your class level (minimum +1).
Recitation of the Mighty Bull: The strongest of men pale before your might. You gain a bonus to your Strength equal to 1/2 your class level (minimum +1).
Recitation of the Raging Bear: Few things are harder to stop than an angry bear, and you claim that endurance for yourself. You gain a bonus to your Constitution equal to 1/2 your class level (minimum +1).
Recitation of the Changing Moon: Every night, the moon shows the world a new face, and so can you. This recitation functions as a disguise self spell, except that the effect is physical instead of illusory and the duration is instantaneous (meaning it lasts until another use of this ability is used to counteract it).
Recitation of the Coursing River: Water flows swiftly over even the most broken of ground and so too do you. You can ignore any movement penalty caused by diffucult terrain.

3rd Level Recitations
Recitation of the Restless Wind: The wind can be anywhere in an instant and so too do you. You instantly teleport up to 10 feet per class level. If a solid object occupies the location you would apear in, you are shunted to the nearest open space. This recitation has a duration of instantaneous.
Recitation of the Towering Oak: To an ancient tree, the world seems much smaller. Emulating this perspective is a simple matter, shrinking the world around you more to your liking. Your size category increases by one step, with all the penalties and bonuses associated.
Recitation of the Pounding Surf: The endless waves of water wear away at the land, tearing down mighty cliffs one small grain at a time. With this recitation, you emulate their relentlessness. When making a full attack action, you may make one extra attack. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
Recitation of the Unyielding Glacier: Even the strength of mountains cannot turn aside a glacier, and your strength becomes as theirs. You recieve a bonus equal to your class level on all rolls made to bull rush or overrun a creature as well as on all rolls to resist being tripped, bull rushed, overrun, or otherwise moved from your position. You do not provoke attacks of oppourtunity for attempting to bull rush, overrun, or charge a creature.

4th Level Recitations
Recitation of the Raging Inferno: As fire consumes all before it, so to does this utterance consume all. All spell effects currently affecting you, including the effects of any recitations you may already have active, are immediately dispelled.
Recitation of the North Star: The north star is constant, never changing or wavering in its course. This utterance allows you to emulate that constance, making you difficult to alter with magic. You gain spell resistance equal to your Hit Dice + 5. Your own recitations are not affected by this spell resistance, but any other utterances you may know still are.
Recitation of the Weathered Stone: Despite the constant wearing of wind and water, mountains still stand, barely harmed by the elements. This recitation grants you a portion of their resilience. You gain Damage Reduction/adamantine equal to 1/2 your class level (minimum 1/adamantine).
Recitation of the Shattered Wall: The hardest stone and the toughest hide are as paper beneath your blows. You ignore the hardness of objects and any damage resistance a creature might have.

5th Level Recitations
Recitation of the Empty Grave: The living do not belong amoungst the dead, of this you can be sure. While under the effects of this utterance, you cannot die. You are immune to any death effects. If you are reduced to 0 hit points, you are not disabled, nor do you lose a hit point for taking a standard or full action. If you are reduced to negative hit points, you are not rendered unconcious and you do not automaticaly lose 1 hit point each round. If you are reduced below -9 hit points, you do not die. If you are still below -9 hit points when this recitation ends, you immediately die.
Recitation of the Tranquil Pool: You clear your mind of all distraction, making it as untroubled as a pond on a windless night. Any mind-affecting spell or ability currently affecting you is dispelled and you become immune to mind-affecting spells and abilities.
Recitation of the Morning Mist: The morning mist can be seen, but only briefly touched. With this recitation, you become as a ghost, moving through the world unseen and untouched. This recitation functions as an etheral jaunt spell, except the duration is one minute.
Recitation of the Howling Gale: The wind moves swiftly, fast enough to be everywhere at once. This recitation gives you an additional move action on each of your turns.

Kyeudo
2009-08-04, 04:29 PM
True Scholar

"It is one thing to know how the universe works. It is another to get results. I can do both."
- Thelonius Argavain, True Scholar

Anyone who bothers to learn both arcane magic and truename magic knows that the verbal components of arcane spells are small fragments of Truespeach. True scholars are those who study this connection between the two disciplines, gradually mastering both arcane magic and truename magic.


Entry Requirements
Feats: Any one inflection feat, any one metamagic feat
Skills: Knowledge (Arcana) 9 ranks, Spellcraft 9 ranks, Truespeak 9 ranks
Spellcasting: Ability to cast 2nd level arcane spells
Utterances: Ability to speak 2nd level utterances from the Lexicon of the Evolving Mind
Special: Knowledge Focus [Knowledge (Arcana)] class feature.

Class Skills
The True Scholar's class skills are Concentration, Craft, Decipher Script, Knowledge (all skills taken individually), Profession, Spellcraft, Speak Language, and Truespeak.
Skill Points at Each Level: 4 + Int modifier

Class Features
As you advance as a true scholar, you learn new ways to combine arcane magic and truename magic. Eventually, you learn ways to treat one discipline as the other.
Hit Dice: d4

Utterances/Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before becoming a true scholar. You also gain new utterances known as though you gained a level in an utterance-using class you belonged to before you became a true scholar. You do not, however, gain any other benefits a character of either of these classes would have gained. If you had more than one utterance using or arcane spellcasting class before becoming a true scholar, you must choose to which class to add each level for the purpose of determining spells per day, caster level, spells known, and utterances known.

Arcane Utterance (Su): Your mastery of arcane magic allows you to use eldritch force to enhance your utterances in new ways. At 1st level, you can only use magic to make reality easier to affect. You can expend an arcane spell slot as part of speaking an utterance to gain a bonus to your Truespeak check equal to the level of the spell slot expended. This ability continues to improve as you level.
At 5th level, you can use magic to enhance the force of your utterances. By expending an arcane spell slot as you speak a spell, you increase the save DC of the utterance by 1/2 the spell slot's level (rounded up).
At 9th level, you can use your knowledge of arcane magic to modify the properties of your utterances as though they were spells. By expending an arcane spell slot, you can add a metamagic feat you know to the utterance as though it were a spell. The level of the spell slot expended must be at least twice the level adjustment of the metamagic feat to be applied.
You can use any of these abilities on any utterance you know, but you must expend a separate spell slot for each one of them that you use.

Utter Spell (Su): As a true scholar, you understand that somatic and material components are only substitutions the words of truespeak that are the spell's only true component. As such, starting at 2nd level, you can choose to cast any spell as though you possessed the Eschew Materials feat and the spell was modified with the Still Spell metamagic feat. Doing so gives the spell a verbal component, even if it previously did not possess one, and you must succeed on a Truespeak check (DC 20 + three times the level of the spell) or the spell fails. You cannot apply the effects of the Silent Spell feat to spells cast using Utter Spell. At higher levels, this ability improves.
At 6th level, you can use the power of Truespeech to substitute for more costly material components. When you use Utter Spell to cast a spell, you can choose to ignore the material components and raise the DC of the Truespeak check by 2 for every 100 gp worth of material components you are attempting to ignore. You cannot ignore only part of the material components. It must be all or nothing. You cannot ignore a focus, only the material components.
At 10th level, you can use the power of Truespeach to enhance your spells. Whenever you use Utter Spell to cast a spell, you can apply any inflection feats you know to the spell, raising the Truespeak DC as though the spell were an utterance.

The True Scholar
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Utterances/Spellcasting

1st|
+0|
+0|
+0|
+2|Arcane Utteance (Truespeak Bonus)|+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class

2nd|
+1|
+0|
+0|
+3|Utter Spell (Stilled)|+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class

3rd|
+1|
+1|
+1|
+3||+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class

4th|
+2|
+1|
+1|
+4||+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class

5th|
+2|
+1|
+1|
+4|Arcane Utterance (Save DC)|+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class

6th|
+3|
+2|
+2|
+5|Utter Spell (Costly Components)|+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class

7th|
+3|
+2|
+2|
+5||+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class

8th|
+4|
+2|
+2|
+6||+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class

9th|
+4|
+3|
+3|
+6|Arcane Utterance (Metamagic)|+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class

10th|
+5|
+3|
+3|
+7|Utter Spell (Inflections)|+1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
[/table]

Kyeudo
2009-08-04, 04:31 PM
Wordspeaker

"Back to the infernal pit whence you were spawned, fiend! With the word of amarna-kar'ianurius I banish thee!"

- Selena Whitewind, Wordspeaker and crusader of the High Temple of Heironeous

There are words in the lexicons of Truespeach that are considered sacred to the various dieties of the world. When spoken aloud and backed by divine power, these words become potent weapons in the struggle between good and evil, order and chaos. A wordspeaker is one who seeks out these words and masters them in the name of her god, dedicated to spreading his worship to the world.


Entry Requirements
Skills: Knowledge (Religion) 9 ranks, Truespeak 9 ranks
Spellcasting: Ability to cast 2nd level divine spells
Utterances: Ability to speak 2nd level utterances from the Lexicon of the Evolving Mind
Special: Knowlege Focus [Knowledge (Religion)] class feature

Class Skills
The Wordspeaker's class skills are Concentration, Craft, Diplomacy, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Perform (oratory), Profession, Spellcraft, Speak Language, and Truespeak.
Skill Points at Each Level: 4 + Int modifier

Class Features
As you advance as a wordspeaker, you discover new words of Truespeak that give you great power over those who do not share your beliefs.
Hit Dice: d6

Utterances/Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before becoming a true scholar. You also gain new utterances known as though you gained a level in an utterance-using class you belonged to before you became a wordspeaker. You do not, however, gain any other benefits a character of either of these classes would have gained. If you had more than one utterance using or divine spellcasting class before becoming a true scholar, you must choose to which class to add each level for the purpose of determining spells per day, caster level, spells known, and utterances known.

Turn or Rebuke Undead (Su): A wordspeaker who already has the ability to turn or rebuke undead adds his wordspeaker level to his effective cleric level for all purposes related to turning or rebuking undead.
A wordspeaker who doesn't have the ability to turn or rebuke undead from another class gains the ability to turn or rebuke undead (as appropriate to his alignment) as a cleric of his wordspeaker level. As with a cleric, a wordspeaker can use this ability a number of times per day equal to 3 + his Charisma modifier.

Smite the Unbeliver (Sp): At 2nd level, a wordspeaker learns a word of Truespeak which burns unbelievers who hear it spoken. This is a special 3rd level utterance from the Lexicon of the Evolving Mind. As part of speaking this utterance, you must either expend a use of your turn or rebuke undead ability or a divine spell slot of at least 3rd level. The creature targeted by this utterance takes 1d8 points of damage per two divine caster levels. If the creature is an outsider, this damage is doubled.
This utterance only has an effect upon creatures whose alignment does not share at least one component with yours. For example, a lawful good wordspeaker can use smite the unbeliever to harm a barbarian (CN), but not a paladin of tyranny (LE).

Sanctify Ground (Sp): At 2nd level, a wordspeaker learns a word of Truespeak which imbues the ground beneath his feet with divine power. This is a special 1st level utterance from the Lexicon of the Perfected Map. As part of speaking this utterance, you must either expend a use of your turn or rebuke undead ability or a divine spell slot of at least 4th level. For one minute, all creatures that share at least one component of your alignment that are within 30 feet of you are subject to the following affects:
Affected creatures recieve a +2 sacred bonus to AC and a +2 sacred bonus to saves. Both of these bonuses only apply against attacks made or effects created by creatures which do not share at least one component of your alignment.
Affected creatures that share at least one component of your alignment recieve a +4 bonus on all rolls made to turn or rebuke undead.
Affected creatures are protected from mind control as though by a protection from evil spell.
Lastly, summoned creatures that do not share at least one component of your alignment cannot bodily attack affected creatures.
For example, a neutral evil wordspeaker can use sanctify ground to prevent a summoned celestial dog (LG) from attacking his allies, but it cannot prevent a summoned small earth elemental (N) or a summoned chain devil (LE) from attacking his allies.

Sacred Word (Sp): At 8th level, a wordspeaker learns a word of Truespeak that sends unbelievers reeling from its divine power. This is a special 4th level utterance from the Lexicon of the Evolving Mind. As part of speaking this utterance, you must either expend a use of your turn or rebuke undead ability or a divine spell slot of at least 6th level. The degree by which the targeted creature is harmed depends on the difference between its Hit Dice and your divine caster level. The effects of this utterance last 5 rounds.
{table=head]Hit Dice|Effect
Equal to or greater than caster level|Deafened
Up to caster level -1|Blinded, Deafened
Up to caster level -5|Paralyzed, Blinded, Deafened
Up to caster level -10|Slain Instantly
[/table]
Further, if the affected creature is an extraplanar creature, it must suceed on a Will save or be instantly banished back to its home plane. Creatures so banished cannot leave their home plane for 24 hours.
This utterance only has an effect upon creatures whose alignment does not share at least one component with yours. For example, a chaotic good wordspeaker can use sacred word to harm a devil (LE), but not a demon (CE).

Speak Unto the Masses (Su): At 9th level, a wordspeaker learns to affect a number of creatures with a single powerful utterrance. You can only affect creatures of the same alignment (lawful good or true neutral, for example) with a single use of this ability, although you could use it against a different group of a different alignment each round. No two of the creatures you wish to affect can be more than 30 ft apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR) creature in the group. For each creature you wish to affect beyond the first, the DC of your Truespeak check increases by 2. The Law of Resistance still applies to utterances altered with Speak unto the Masses, but only counts as one use of that utterance, not once per creature affected. You cannot speak a personal truename while using Speak Unto the Masses.

Aura of Faith (Sp): At 10th level, a wordspeaker learns a word of Truespeak that protects a faithful creature with sacred power. This is a special 5th level utterance from the Lexicon of the Evolving Mind. As part of speaking this utterance, you must either expend a use of your turn or rebuke undead ability or a divine spell slot of at least 7th level. For the next 5 rounds, this utterance has the following effects upon the chosen creature:
First, the creature gains a +4 sacred bonus on saving throws and a +4 sacred bonus to Armor Class. This applies to all attacks.
Second, the creature gains spell resistance 25 against spells cast by creatures that do not share at least one component of your alignment.
Lastly, any creature that does not share at least one component of your alignment who successfuly makes a melee attack against the subject must succeed on a Fortitude save or be blinded for one minute.
As an example, an aura of faith spoken by true neutral wordspeaker could force a paladin (LG), a red dragon (CE), an erinyes (LE), or a djinni (CG) to save or be blinded, but not a red slaad (CN) or an angel (NG).

The Wordspeaker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Utterances/Spellcasting

1st|
+0|
+2|
+0|
+2|Turn or Rebuke Undead|+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class

2nd|
+1|
+3|
+0|
+3|Smite the Unbeliever|+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class

3rd|
+2|
+3|
+1|
+3||+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class

4th|
+3|
+4|
+1|
+4|Sanctify Ground|+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class

5th|
+3|
+4|
+1|
+4||+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class

6th|
+4|
+5|
+2|
+5||+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class

7th|
+5|
+5|
+2|
+5||+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class

8th|
+6|
+6|
+2|
+6|Sacred Word|+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class

9th|
+6|
+6|
+3|
+6|Speak Unto the Masses|+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class

10th|
+7|
+7|
+3|
+7|Aura of Faith|+1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
[/table]

Kyeudo
2009-08-04, 04:32 PM
Forgotten

"Some people like to be famous. Not me. Famous people end up dead. I'd rather be forgotten."

- Unknown Forgotten

Forgotten are those people who have gone to such extreme lengths to disapear that even the universe begins to forget about their existance. Some start down this path when they discover the power that their personal truename holds over them. Others are seeking to avoid their pasts. Whatever their reasons, they abandon who they are to become an unremembered, faceless figure in history.


Entry Requirements
Skills: Hide 8 ranks, Move Silently 8 ranks, Truespeak 4 ranks
Feats: Obscure Personal Truename
Special: Evasion class feature or Mettle class feature.
Special: Must have been subject to at least one ritual of renaming spell.

Class Skills
The Forgotten's class skills are Balance, Bluff, Climb, Craft, Disguise, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Slight of Hand, Spot, Swim, Tumble, Truespeak, Use Magic Device, and Use Rope.
Skill Points at Each Level: 6 + Int modifier

Class Features
As you advance as a Forgotten, the universe slowly forgets who you are, due to your constant changing of truenames. As it does so, your connection to others becomes hazy, leaving you an indistinct form in their memories and difficult to affect with their spells.
Hit Dice: d6

Alias (Su): You know how to change your personal truename on a whim. At 1st level, you can change it with one minute of chanting and a successful Truespeak check (DC 20 + your character level). This renders your previous personal truename invalid, so all those who have previously learned your personal truename through truename research will find your old truename no longer works. You know your new truename and can teach it to otherse if you wish, but many forgotten find the idea abhorent.
At higher levels, the amount of time needed to change your personal truename decreases, although the formula for calculating the Truespeak DC remains the same. At 3rd level, you can use this ability as a standard action and at 7th level, you can use this ability as a swift action.

Infinitely Forgettable (Su): At 2nd level, people around you begin to forget your name and face as the universe begins to become confused as to who you've met and what you've done. Whenver you change your personal truename, everyone who remembers you must make a Will save (DC 10 + your class level + your Charisma modifier) or forget you ever existed. You are deleted from the memories of those who fail as though a modify memory spell were used on the subject to remove all traces of you. The subject's mind then fills in the gaps, attributing the results of your actions to circumstances, random chance, the actions of others, or, if nothing else would make sense, to an indistinct, faceless "someone." If a creature succeed on the Will save, his existing memories of you are forever safe from this effect, but any later memories it develops remain fair game for later uses of this ability. Creatures that have been in your presence for a week or more are immune to this effect until they have spent at least a month away from you. This is a mind-affecting ability.

Misplace Danger (Su): Starting at 4th level, the universe occasionally misplaces harmful effects currently affecting you whenever you change your truename. Whenever you change your personal truename, you can make a new save against each ongoing spell, spell-like ability, or supernatural ability affecting you. This save is made at the same DC as the origional. If you succeed on this new save, the effect ends immediately. This ability never restores lost hit points or ability score damage, but it does eliminate conditions, such as shaken, fatigued, or nauseated, that were caused by the spell or effect.

New Face (Ex): Begining at 5th level, the universe starts to forget what you really look like. Whenever you change your personal truename, you can also change your apearance, as though you used a disguise self spell. Unlike the spell, however, this change is an actual change. It's effects are not illusory, so nothing feels or sounds wrong, nor can a true seeing spell see through the disguise. This ability has no effect on your equipment you may be wearing. As with a disguise self spell, you recieve a +10 bonus on the Disguise check if you use this ability to create a disguise.
You can use this ability to disguise yourself as an existing creature, but doing so requires you to change your personal truename to something similar to the creature's personal truename. This requires that you know the creature's personal truename and increases the DC of changing your personal truename by 2.

Hide in Plain Sight (Su): Starting at 6th level, the universe is really confused about you and this shows in people's memories. People can forget you are there even if you are standing right in front of them. You can use the Hide skill even while being observed. This ability does not apply against creatures immune to mind-affecting abilities.

Lost Location (Su): At 8th level, the universe has forgotten where you can actually be found. As such, any attempt to find you using spells, spell-like abilities, or supernatural abilities automatically fail. You leave no tracks and have no scent, so most forms of mundance tracking become impossible. Were it possible to be seen, you also leave no fingerprints. It is as if you have never been anywhere at all.

Ageless (Ex): At 9th level, the universe is too busy trying to keep track of who you are to bother with such irrelevancies as your age. You no longer takes ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue, but you can no longer die of old age.

Nameless (Ex): At 10th level, the universe has finally forgotten which personal truename is yours. You still have one, but it no longer has any connection to the being you are. As such, you can no longer be affected by utterances using your personal truename and all attempts to research your personal truename automatically fail.
Additionally, the Truespeak DCs of all utterances that target you (or that include you as a target, in the case of utterances augmented with Speak Unto the Masses) are increased by 4. This stacks with other similar benefits, such as the benefits of the Obscure Personal Truename feat.

The Forgotten
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Alias (1 minute)

2nd|
+1|
+0|
+3|
+3|Infinitely Forgettable

3rd|
+2|
+1|
+3|
+3|Alias (standard action)

4th|
+3|
+1|
+4|
+4|Misplace Danger

5th|
+3|
+1|
+4|
+4|New Face

6th|
+4|
+2|
+5|
+5|Hide in Plain Sight

7th|
+5|
+2|
+5|
+5|Alias (swift action)

8th|
+6|
+2|
+6|
+6|Lost Location

9th|
+6|
+3|
+6|
+6|Ageless

10th|
+7|
+3|
+7|
+7|Nameless
[/table]

Kyeudo
2009-08-04, 04:33 PM
Fiendbinder

"Devils fear my name. You would do well to do the same."

- Valenia Redflame, Fiendbinder

For better or worse, a fiendbinder is one who has mastered the art of calling an entity from the Lower Planes and binding it to their will using the power of its truename. Most become fiendbinders in a quest for power, but sometimes a good person will turn to commanding fiends as a way to turn the power of evil against itself. Whatever motives drive a fiendbinder are largely unimportant to many, who would see only someone who dabbles in dark power. Fiendbinders play a dangerous game, for they have shackled to their souls the very essence of evil, something that rankles against its slavery and waits for the moment when its supposed master will slip.


Entry Requirements
Skills: Knowledge (The Planes) 10 ranks, Speak Language (Abyssal), Speak Language (Infernal), Truespeak 10 ranks
Feats: Truename Research
Spellcasting/Utterances: Ability to cast 3rd level spells or ability to speak 3rd level utterances from the Lexicon of the Evolving Mind

Class Skills
The Fiendbinder's class skills are Bluff, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Knowledge (all skills taken individually), Profession, Sense Motive, Spellcraft, and Truespeak.
Skill Points at Each Level: 4 + Int modifier

Class Features
As a fiendbinder, your exhaustive studies has finally rewarded you with a mastery over the residents of the lower planes. As your class level increasess, you can bind more powerful fiends and command them with greater ease. Eventually, you can tap into the powers of the great lords of the lower planes.
Hit Dice: d6

Utterances/Spellcasting: At each level except 1st and 9th level, you either gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before becoming a fiendbinder or you gain new utterances known as though you gained a level in an utterance-using class you belonged to before you became a fiendbinder. You do not, however, gain any other benefits a character of either of these classes would have gained. If you had more than one utterance-using or spellcasting class before becoming a fiendbinder, you must choose to which class to add each level for the purpose of determining spells per day, caster level, spells known, and utterances known.

Bind Fiend (Su): At 1st level, you master the complex rituals needed to call forth and bind a fiend whose personal truename you know. You can summon any outsider with the evil subtype, referred to here as a fiend, whose CR is no greater than (5 + your fiendbinder level). The ritual consumes materials costing (fiend's CR squared x 100 gp) and takes 8 uninterrupted hours to perform. Additionally, you must succeed in a Truespeak check (DC 25 + the fiend's CR) to successfully speak the fiend's personal truename (the +2 difficulty for speaking a personal truename is already included in the DC). At the conclusion of the ritual, the fiend apears.
If the Truespeak check was successful, the fiend is bound to your will. It isn't happy about its service, but it cannot willingly attack you in any way, even if you attack it. If the Truespeak check failed, the fiend apears, but it is not bound and is likely very angry about its attempted enslavement. Many would-be fiendbinders meet their end at the claws of a fiend they were unable to control.
Unless it is commanded to do otherwise, a bound fiend must remain within 10 feet of you at all times and can take no action (other than speaking or following you as you move) that you do not explicitly command (see below). If a bound fiend ever moves more than 1 mile from you, it recieves an immediate Will save (DC 10 + your fiendbinder level + your Charisma modifier) to break the bond, but only one Will save per instance of moving beyond this one mile mark. A bound fiend can usually only attain this distance from its master due to a careless command. Most fiends, once freed in this fashion, return to their home plane, but particularly vindictive fiends or those fiends that you have enslaved for particularly often or for long periods of time may choose to seek revenge.
You can free a bound fiend and banish it back to its home plane as a standard action by speaking its personal truename (Truespeak DC 25 + the fiend's CR), if you wish.
You can bind multiple fiends if you have the gold and time to do so. A bound fiend cannot use its summoning ability. Since this is a calling effect, bound fiends are truly dead when slain.
If you are killed, any fiend that was bound to you prior to your death stays with your remains for 24 hours. It does not guard your body; it merely remains nearby, tracking the passage of time intently to determine if it will be set free. If you are returned to life during that period, the fiend remains bound to your service at no additional cost to you. However, if 24 hours pass and you remain dead, the fiend is released and sent back to the place whence it came, dragging your sould behind it. At that point, only a true ressurection spell or a reversed unname utterance spoken with your personal truename can return you to life, but if you are brought back, your fiend comes back with you, still bound to your service and with no additional cost to you.

Command Fiend (Su): Due to the capricious and violent tendancies of many fiends, it has always proven far safer to bind fiends to take no action unless you command it to do so, but because a fiend is always an unwilling slave, you must compell it to action with the power of its personal truename or it will not act on your behalf. Doing so is a standard action and requires you to succeed on a Truespeak check (DC 20 + the fiend's CR). This DC includes the +2 for speaking a personal truename. Failure on this check means the fiend is not compelled to do anything.
You can issue any one of the following commands to a fiend:
{table=head]Possible Commands
Attack a specific foe (attacks the foe until it is slain)
Defend me (attacks the first creature to attack you)
Deliver a message or package and return
Scout and report back
Serve as a steed for 1 hour (only for those fiends capable of serving
as steeds, such as nightmares)
Stand watch for 8 hours and raise alarm if needed
Undertake repeditive labor for 1 hour
Use a skill on your behalf
Use a spell-like ability on your behalf
[/table]
The fiend is compelled to carry out your orders to the best of its abilities, but remember when issuing a command that the fiend does not enjoy its service and actively wishes you harm, so the fiend will take whatever interpretation of your orders will cause you the most harm. For example, if you instruct a glabrezu demon to use its wish spell-like ability to grant you wealth, it will likely do so by creating a large block of gold directly over your head, hoping to crush you beneath it.
You can issue a command to only a single fiend in your servive at one time (unless you possess the Command the Fiendish Horde ability; see below) and a fiend will only obey the latest command you have given it. Commanding a fiend in this manner is not subject to the Law of Resistance.

Fiendish Eloquence (Ex): Your extensive dealings with fiends has allowed you to attain a great deal of experience in convincing them to do your bidding. Many such creatures fear your power over them. Starting at 3rd level, you gain a bonus on Charisma-based skill checks dealing with evil outsiders equal to 1/2 your class level.

Bind Tormented Soul (Sp): The Lower Planes house countless tormented souls, for they are the primordial soup from which myriad fiends are born. At 5th level, you learn the secret of calling one such soul forth and binding its essence within yourself. Your eyes turn dead black, your complexion pales, and black veins form beneath your skin until the tormented soul is released or destroyed. The tormented soul has no alignment or awareness, per se, and cannot be held at bay using magic circle spells and similar effects.
Binding a tormented soul is an immediate action that requires a Truespeak check (DC 20 + your character level). If you know your personal truename, you can use that as part of this ability. If the check succeeds, you harness the tormented soul's suffering and become inured to pain. You can continue to act normally even when disabled (reduced to 0 hitpoints) or dying (reduced to -1 to -9 hit points). Additionally, you do not die at -10 hit points or lower. Instead, while you are in this condition, you can take a single move or standard action each turn (but not both, nor can you take full-round actions). Although you can take a move action without further injuring yourself, performing any standard action (or any other action the DM deems as strenuous, including some free actions) deals 1 point of damage to you after the act is completed.
The binding you can place upon a tormented soul is unstable however, and soon destroyed, releasing the soul back to its prison on the Lower Planes. You can only bind a tormented soul for a number of rounds equal to 1/2 your class level. Once the tormented soul is gone, you immediately incur the normal effects for being at 0 hitpoints or negative hitpoints (if your hit point total when the soul departs is at 0 or below). In addition, assuming you survive the ordeal, you are fatigued for 1 hour (if you are already fatigued, you are exhausted instead). You can voluntarily release a bount tormented soul as a free action, but you still endure the effects noted above.
This ability is subject to the Law of Resistance and the Law of Sequence.

Swift Command (Su): Through long practice, you master the art of swiftly commanding your fiendish thralls. Starting at 7th level, you can use your Command Fiend ability as a swift action. You can still use Command Fiend as a standard action if you wish, so you can now issue two commands in a single round, one as a swift action and the other as a standard action, allowing you to more easily direct your slaves.

Gift of the Archfiend (Su): Through your studies of the truenames of fiends, you have uncovered the secret of investing yourself with a fragment of might taken from a powerful archfiend, one of the Demon Princes of the Abyss or one of the infernal Archdukes of the Nine Hells. By uttering the personal truename of one such being, you force the entity to grant you power. The being does not apear before you, but you become suffused with infernal or demonic power.
Using this ability to take power from an archfiend carries the risk of annoying or angering that great being, so many fiendbinders curry favor with one such entity to avoid its wrath when using this ability. Still, others use it despite the risk.
To use this ability, you must have researched the personal truename of at least one archfiend (and many fiendbinders research the truenames of more than one). The DC of the Knowledge (The Planes) check needed to discover such a truename is 40 and 10 successful checks are needed to uncover the truename.
Activating this ability is a standard action that requires a successful DC 50 Truespeak check. This ability is subject to the Law of Resistance and the Law of Sequence. The gift of the archfiend lasts for ten minutes. Depending on which kind of archfiend's truename you speak, you gain one of the following benefits:
Baatezu Traits: If you speak the personal truename of an infernal Archduke of the Nine Hells, you gain damage reduction 5/good and silver, darkvision 60 feet, immunity to fire and poison, and resistance to acid 10 and cold 10. In addition, you can see in darkness of any kind (even that created by the deeper darkness spell)
Tanar'ri Traits: If you speak the personal truename of a Demon Prince of the Abyss, you gain damage reduction 5/cold iron and good, darkvision 60 feet, immunity to electricity and poison, and resistance to acid 10, cold 10, and fire 10.

Command the Fiendish Horde (Su): Your skill in directing your thralls becomes unparraleled. You can now use Command Fiend to give a single command to as many of your fiends as you wish. The base DC for your Truespeak check is equal to the most powerful (highest CR) fiend in the group you wish to command. For each fiend you wish to command beyond the first, the DC of your Truespeak check increases by 2.

The Fiendbinder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Utterances/Spellcasting

1st|
+0|
+0|
+0|
+2|Bind Fiend, Command Fiend|-

2nd|
+1|
+0|
+0|
+3||+1 level of existing utterance-speaking class or +1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Fiendish Eloquence|+1 level of existing utterance-speaking class or +1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4||+1 level of existing utterance-speaking class or +1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Bind Tormented Soul|+1 level of existing utterance-speaking class or +1 level of existing spellcasting class

6th|
+3|
+2|
+2|
+5||+1 level of existing utterance-speaking class or +1 level of existing spellcasting class

7th|
+3|
+2|
+2|
+5|Swift Command|+1 level of existing utterance-speaking class or +1 level of existing spellcasting class

8th|
+4|
+2|
+2|
+6||+1 level of existing utterance-speaking class or +1 level of existing spellcasting class

9th|
+4|
+3|
+3|
+6|Gift of the Archfiend|-

10th|
+5|
+3|
+3|
+7|Command the Fiendish Horde|+1 level of existing utterance-speaking class or +1 level of existing spellcasting class
[/table]

Kyeudo
2009-08-04, 04:35 PM
Warden of Silence

"He didn't speak. All he did was hold up a hand, yet I knew that should I attempt to enter the restricted section, he would be forced to kill me."

- A lost visitor to the Great Library

The Wardens of Silence are an order of warrior-scholars dedicated to collecting knowledge, especially about Truespeak and the nature of the universe. Because so much knowledge could cause disaster if it fell into the wrong hands, members of the order are required to swear an oath of silence upon their own truenames. To further safeguard their knowledge, the Wardens train in techniques to use against those that would misuse their research, guarding their Great Library zealously against truenamers and others after the thousands of truenames cataloged within.


Entry Requirements
Base Attack Bonus: +5
Skills: Listen, Spot, or Sense Motive 4 ranks, Any Knowledge skill or Truespeak 4 ranks
Special: Must be proficient with all martial weapons
Special: Must join the order of the Wardens of Silence

Class Skills
The Warden of Silence's class skills are Balance, Concentration, Decipher Script, Climb, Craft, Hide, Handle Animal, Intimidate, Jump, Knowledge (all skills, taken seperately), Listen, Move Silently, Ride, Sense Motive, Speak Language, Survival, Swim, Truespeak and Tumble.
Skill Points at Each Level: 4 + Int modifier

Class Features
As a Warden of Silence, you learn esoteric techniques for dealing with truenamers and other spellcaster in exchange for your eternal silence. As you progress, you master further techniques that allow you to better counter truenamers and also help mitigate the problems of your vow of silence.
Hit Dice: d10

Vow of Silence: A warden of silence has taken a vow never to speak again. If the warden ever speaks even a single word, whether to speak an utterance, cast a spell with a verbal component, or to shout for help, he loses all Warden of Silence class features until he renews his vow of silence and recieves an atonement spell.

Scholarly Bent: A Warden of Silence is well versed in all disciplines of academics. All Knowledge skills and the Truespeak skill are always class skills for the warden, even when taking a class other than Warden of Silence. If the warden of silence purchased ranks in any of these skills at a cross-class rate, he recieves additional ranks in those skills as though they had always been class skills.

Silencing Smite (Su): Once per day per class level plus an additional number of times equal to his Intelligence bonus, a warden of silence can deliver an attack that renders its victim utterly silent. The warden makes a normal melee attack and adds his Intelligence bonus (if any) to the attack roll. If the attack succeeds, the target is rendered utterly silent for one minute. It cannot speak, cast spells with verbal components, speak utterances (an exception to the normal rule that utterances can still be spoken while silenced), or make noise of any sort. It automatically succeeds on all Move Silently checks.
A warden of silence can deliver a Silencing Smite as a melee touch attack that deals no damage.

Speech Without Words (Ex): Every initiate of the Wardens of Silence is taught a method of communicating ideas and information through simple hand gestures. This allows a Warden of Silence to communicate relatively simple concepts, like "Where is the bathroom?" or "Timmy fell down the well!", to others as a standard action. The Warden must share a language with those he is attempting to communicate with and the subjects must be able to see him to understand him. The Warden can communicate very simple ideas, such as "Stop!" or "Attack him!" as a free action.

Master Librarian (Ex): At 2nd level, a warden of silence becomes infinitely familiar with libraries and other repositories of knowledge, allowing him to find anything he wishes to know about quickly. Provided that he has access to a sufficiently stocked library, he can take 20 on all Knowldge checks, including those to research a personal truename. Further, taking 20 on a Knowledge check does not take the warden any more time than normal. Finally, when researching a personal truename, no creature is considered obscure to the warden of silence.

Bonus Feats: At 2nd, 5th, and 8th levels, a warden of silence gains a bonus feat. This bonus feat may be any feat normally allowed as a fighter bonus feat or one of the following feats: Truename Research, Obscure Personal Truename, Personal Truename Backlash, or Engrave Inscription.

Perfect Understanding of Gesture (Ex): At 3rd level, the Warden of Silence aquires an uncanny grasp of body language. As long as the warden can see a creature and is within 100 feet of it, he can understand every word that creature speaks just from its body language, no matter what language the creature is speaking. In addition, the warden recieves a +10 competence bonus on Sense Motive checks.

Utterly Silent (Ex): At 4th level, the warden of silence becomes perfectly silent. He makes no sound as he moves, fights, or performs any other action. He automatically succeds on all Move Silently checks.

Catalog of Utterances (Ex): At 5th level, the warden of silence has become well versed in all manner of utterances. He automatically succeeds on all Truespeak checks to identify an utterance. Further, he is treated as though he knew every utterance for the purpose of meeting item creation prerequisites.

Silence Disruption (Su): At 6th level, the warden of silence learns ways to prevent even distance foes from speaking. By expending two uses of his silencing smite ability, he can attempt to silence one creature within 60 feet as an immediate action. The warden must succed on a ranged touch attack against the target, but he adds his Intelligence bonus to the attack roll. If the attack is successful, the target is rendered utterly silent, as though affected by the warden's silencing smite ability. This effect lasts for one minute. If the target was in the middle of speaking an utterance or casting a spell with a verbal component, the utterance or spell fails and is wasted.

Transcendantly Meaningful Gesture (Ex): At 7th level, the warden of silence learns how to express even his most complex thoughts with but a single gesture. Communicating in this manner is a free action. Every creature within 100 feet that can see the warden and has an Intelligence score of 3 or more can understand what the warden is trying to comunicate, regardless of what language they normally speak.

All-Encompassing Awareness (Ex): At 9th level, the warden of silence's awareness of his surroundings reaches incredible levels. He gains blindsight out to 30 feet.

Enforce Silence (Su): At 10th level, the warden of silence masters silence itself. By expending two uses of his silencing smite ability, he can create a zone of absolute silence around himself. This zone of silence is a 30-foot-radius emanation centered on the warden and moves with him. Everything within the area of this ability is silenced as though affected by the warden's silencing smite ability. Creatures that leave the area of this effect become able to speak and make noise normally and creatures entering the area become silenced for as long as they remain within the area. This zone of silence lasts for one minute.

The Warden of Silence
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Vow of Silence, Scholarly Bent, Silencing Smite, Speech Without Words

2nd|
+2|
+3|
+0|
+3|Master Librarian, Bonus Feat

3rd|
+3|
+3|
+1|
+3|Perfect Understanding of Gesture

4th|
+4|
+4|
+1|
+4|Utterly Silent

5th|
+5|
+4|
+1|
+4|Catalog of Utterances, Bonus Feat

6th|
+6|
+5|
+2|
+5|Silence Disruption

7th|
+7|
+5|
+2|
+5|Transcendently Meaningful Gesture

8th|
+8|
+6|
+2|
+6|Bonus Feat

9th|
+9|
+6|
+3|
+6|All-Encompassing Awareness

10th|
+10|
+7|
+3|
+7|Enforce Silence
[/table]

Zeta Kai
2009-08-04, 05:54 PM
Wow, this looks quite extensive. I'm impressed by the sheer amount of work put into this. I'm also surprised by how much work people put into fixing such a pathetic class; maybe it's the fact that it's generally agreed to be the absolute worst published class that garners such attention.

I have a few questions:

How long have you been working on this?
Were you aware of Kellus's Truenaming overhaul (http://www.giantitp.com/forums/showthread.php?t=90961)?
If so, why do you feel the need to do your own revision?
Also, in what ways is this revision superior to the original?
What do you think is the biggest improvement?

Draz74
2009-08-04, 10:18 PM
Wow, this looks quite extensive. I'm impressed by the sheer amount of work put into this. I'm also surprised by how much work people put into fixing such a pathetic class; maybe it's the fact that it's generally agreed to be the absolute worst published class that garners such attention.

Nah, I'd much rather play an out-of-the-box Truenamer than a CW Samurai. I think people work so hard on it because its fluff is so fantastic. Wielding magic by speaking The True Fundamental Language of the Universe is so much more in line with real mythology and classic fantasy than Vancian casting.

Zeta Kai
2009-08-04, 11:25 PM
Nah, I'd much rather play an out-of-the-box Truenamer than a CW Samurai. I think people work so hard on it because its fluff is so fantastic. Wielding magic by speaking The True Fundamental Language of the Universe is so much more in line with real mythology and classic fantasy than Vancian casting.

That's because Vancian casting was devised to specifically avoid the magic systems displayed in any real-world religion. Fire-&-Forget magic was mostly the invention of Jack Vance, as first seen in his Dying Earth series.

Kyeudo
2009-08-04, 11:38 PM
Wow, this looks quite extensive. I'm impressed by the sheer amount of work put into this. I'm also surprised by how much work people put into fixing such a pathetic class; maybe it's the fact that it's generally agreed to be the absolute worst published class that garners such attention.


As Draz has mentioned, Truenaming has a deeply rooted niche in fantasy. The Earthsea cycle, particularly, influenced my perception of how Truenaming should be.



I have a few questions:

How long have you been working on this?



I'd say about a month, one or two hours every couple of days. The most work really was just typing it up, especialy converting it to vbulletin code.




Were you aware of Kellus's Truenaming overhaul (http://www.giantitp.com/forums/showthread.php?t=90961)?



I did a thorough search of both this site and the WotC boards when I started work on this. His was the only overhaul I could find, but I found it needlessly complicated and mechanically poor. I'm biased, of course, so take that for what you will.




If so, why do you feel the need to do your own revision?



I felt the need to do this because I don't want to scrap the Truenaming system and start from scratch. I wanted a fix that you could easily convert an existing character to without major headaches, easy to remember mechanics, and character options that were solid without being overpowered. Hopefully, I've achieved that.




Also, in what ways is this revision superior to the original?



First, Utterances are actualy usable at high levels. The new formula used for calculating Truespeak DCs tops out almost a full ten points below the origional formula, using low level utterances is easier than using high level utterances, and the DCs to speak utterances on CR appropriate targets does not outpace your expected wealth by level using only items from the DMG.

Second, a Truenamer's options are level appropriate. No more getting a crappy knockdown effect as an eighth level option or getting identify 4 levels late.

Third, a Truenamer finally has a good reason to research a creature's personal truename. It helps him buff his allies and destroy his enemies in more ways than before.

Fourth, a Truenamer finally has PrC options. The ones I've presented so far are the Monk/Truenamer, Wizard/Truenamer, Cleric/Truenamer, and Rogue/Truenamer combos. The Fiendbinder is now open to the Truenamer, as well as all spellcasters, regardless of alignment.




What do you think is the biggest improvement?


Of all the listed changes, I'd have to say the Personal Truename effects are what I'm most proud of. Everything else was just fitting the blocks I was given into better spaces. The biggest improvement, though, is the changed Truespeak DCs. That change alone could probably make an otherwise unchanged Truespeaker much more playable.

Catch
2009-08-05, 12:12 AM
I like this fix a lot, enough to be excited about possibly playing a Truenamer.

Now, the Law of Resistance always bugged me, and I like how you're brought the overall DC increase by a bit, but I think there ought to be some Utterances that the Truenamer has no difficulty repeating, either because of mastery or that their change to the universe is negligible. The Whispers, for example, seem minor enough to bypass the LoR, not unlike at-will powers, if that's not too 4E for you.

I recognize that it's important to put an internal governor on spell-like and supernatural powers, but it always irked me that a Truenamer would eventually be unable to repeat even the most basic of his utterances while a Martial Adept can keep swinging away with the best of their abilities.

Kyeudo
2009-08-05, 01:22 AM
They do fill different roles in the party, though. A Martial Adept basically does damage. He's got a lot of different ways to do damage, but its still just damage. A Truespeaker can reshape a battlefield, buff his allies, debilitate his enemies, and eventually make his own plane of existance. Putting the LoR in there makes it so that a Truespeaker wants to conserve his better utterances and rely more on lower level stuff if possible.

Making the LoR present in almost every Truespeak-based ability also makes it easy to remember. How often are you really going to use Whisper of Fire in a single day? If you actually need to strain to start one more small fire, even at 1st level, you are in a really odd situation.

Kyeudo
2009-08-30, 01:03 PM
I know this borders on thread necromancy, but I finally found the time to type up the Warden of Silence. Also, to make the thread less wall-of-texty, I spoilerized much of class discriptions.

If anyone has anything to say, good or bad, about my work, please post it. It can't get better if I don't hear anything.

drakir_nosslin
2009-08-31, 11:54 AM
I just wanted to say that I really like the Forgotten prc! After I had read it I just thought that 'wow! this would fit perfectly as the class before void incarnate!'
Void incarnate is an epic prc from the wotc page, basically, no one can see you unless you attack them first. I love it and this is how it could look in non epic play!
Also, I haven't read the rest of the thread completely yet, but it seems like you've gotten the truespeaker to work, and for that my friend you shall have kudos, lots of kudos! (Now I only need to find a game which allows homebrew...)

Renchard
2009-08-31, 12:04 PM
Damn, this is tight. Well done. The inclusion of personal truename effects on the utterances is icing on the cake, it's an excellent idea.

Draz74
2009-08-31, 01:53 PM
I'd like the Truenamer to have some ability to swap utterances out for new ones, like the Sorcerer and Bard do with their spells. So that, for example, when you learn Greater Seek the Sky, you can swap out your near-useless normal Seek the Sky.

Kyeudo
2009-08-31, 02:10 PM
Thanks for the comments you guys.


I just wanted to say that I really like the Forgotten prc! After I had read it I just thought that 'wow! this would fit perfectly as the class before void incarnate!'
Void incarnate is an epic prc from the wotc page, basically, no one can see you unless you attack them first. I love it and this is how it could look in non epic play!
Also, I haven't read the rest of the thread completely yet, but it seems like you've gotten the truespeaker to work, and for that my friend you shall have kudos, lots of kudos! (Now I only need to find a game which allows homebrew...)

The Forgotten was the first "anti-truespeak" PrC I came up with (the other being the Warden of Silence), and I'm really happy with how it turned out. Now, if only I could think of something to fill that dead level at level nine, it would be perfect.

Here soon, if my homework load doesn't go crazy, I'm going to try running a pre-published adventure to see how this fix turns out in actual play.


Damn, this is tight. Well done. The inclusion of personal truename effects on the utterances is icing on the cake, it's an excellent idea.

Thanks. Now if I can only come up with personal truename effects for the rest of the utterances, things will be set.


I'd like the Truenamer to have some ability to swap utterances out for new ones, like the Sorcerer and Bard do with their spells. So that, for example, when you learn Greater Seek the Sky, you can swap out your near-useless normal Seek the Sky.

That's a good idea. I'll get that written in when I have time.
EDIT: Done. Truenamers can now switch out one utterance a level from 3rd level on.

Other news: I just came up with an idea for a personal truename effect for Spell Rebirth, but implementing it properly forced me to move the utterance into the Lexicon of the Crafted Tool and split off its reversed effect as a seperate utterance. The good news is that now a Truenamer gets access to dispelling effects much earlier than before (along with some new functionality for that dispelling). The bad news is now it takes two utterances to do what one did before.

Kyeudo
2009-09-08, 11:48 AM
I've made a few minor updates, mostly just added personal truename effects, but the Forgotton no longer has a dead level at 9th.

For those that care, I finally did decide to run a game to test this out. The recruiting thread for that game can be found here (http://www.giantitp.com/forums/showthread.php?t=124267).

Walkabout
2009-09-08, 03:44 PM
I like it very much.

I haven't finished, but I like a lot of what you've come up with here.

I see you've removed the MAD-ness (Charisma and Int) and added more Charisma skills. I like! :smallbiggrin:

In regards to the Law of Resistance, what do you think about allowing something like {Cha mod or Wis mod} times instead of a flat one before it kicks in? Yeah, it adds a teensy bit of MAD-ness back in, but not in a debilitating way, IMHO.

Zaydos
2009-09-08, 04:22 PM
I love the concept of truenamers but they always kind of failed and I could never get a player to play one (and never got to play in a campaign with truenamers) so I really like this fix and since I finally found someone who wants to play a truenamer/wizard (I made a theurge class for them) so this ought to be very useful. I haven't had a chance to read over everything but it looks excellent thus far.
Edit: I just realized there was a truenamer/wizard theurge class here.

Kyeudo
2009-09-08, 08:13 PM
In regards to the Law of Resistance, what do you think about allowing something like {Cha mod or Wis mod} times instead of a flat one before it kicks in? Yeah, it adds a teensy bit of MAD-ness back in, but not in a debilitating way, IMHO.

Well, its not overpowering, but I have yet to see if they actually need such a rule in actual play. Until then, I think I need to keep things simple and uniform.

taltamir
2009-09-09, 01:22 AM
Mystic Rampart: Ally gains DR 5/- and a +5 on saves, or enemy incurs -5 AC and saves.

So allies gain DR OR save bonus... enemy gets a penalty to AC AND saves? is this on purpose or a mistake?

Kyeudo
2009-09-09, 01:26 AM
So allies gain DR OR save bonus... enemy gets a penalty to AC AND saves? is this on purpose or a mistake?

Allow me to answer you with your own quote:


Mystic Rampart: Ally gains DR 5/- and a +5 on saves, or enemy incurs -5 AC and saves.

Belial_the_Leveler
2009-09-09, 01:37 AM
Truenamers don't need fixes. Trust me; in a game where item familiars and custom items were not allowed, a Truenamer could hold his own against Doomsday, the most powerful CR 25 creature I've ever used in an actual game.

And by "hold his own" I mean lockdown a creature that can kill a Great Wurm Gold Dragon in three blows (he gets 9 blows per round)

Kyeudo
2009-09-09, 01:52 AM
Unless you post the stats on that creature, I have difficulty believing your statement.

Mathcraft:

A CR 25 creature has a Truespeak DC of 65 under the normal rules. Assuming that you have a 20th level PC that optimized Truespeak, his Truespeak Modifier would be 51. This assumes a +5 tome, 20 starting Intelligence, all stat increases to Intelligence, a +6 Headband of Intellect, Skill Focus (Truespeak), a Greater Amulet of the Silver Tongue, and a masterwork tool for Truespeak. With all of that, he would need to roll a 14 or better to affect that creature (assuming that was his first use of the utterance for the day). He could only possibly get off four uses of any given utterance (and needs a nat 20 on the last roll).

Given the lack of serious ability to boost Save DC for truenamers and the amount of gear committed to maxing truespeak, your truenamer probably only had a save DC of 24-28ish, something that might challenge an old or very old dragon but not a great wyrm.

Scorpions__
2009-09-09, 09:48 PM
Hey, I saw this project and thought you might like to take a look at some of the utterances I put together some months ago. Many are my creation, and many are from an old thread put together in an old GitP forum, a thread called The Wørd.

Anyways some of them were PEACHed and others weren't but all have been posted before, if you like, help yourself.

Blast... I can't figure out how to make a spoiler box... it's been so long...

Sorry...

UTTERANCES

LEXICON OF THE EVOLVING MIND

1ST-LEVEL UTTERANCES
Alert: Awaken or force a creature to sleep.
Argent Shell: Strengthen or weaken subject's natural armour.
Demise Delayed: Keep a dying creature alive or kill an unconscious subject.
Focussing Mantra: Subject gains or loses psionic focus.
Intuit Enchantment: Detect or cover compulsions affecting subject.
Voice of Reason: Subject gains second save or is confused on a failed save.

2ND-LEVEL UTTERANCES
Detect Shared Name: Sense presence of bound vestiges.
Empower the Mind: Subject gains power points.
Will of Steel: Subject gains immunity to fear and a +2 bonus against mind-affecting effects.

3RD-LEVEL UTTERANCES
Contagious Gossip: Grant subject circumstance bonus or penalty in social situations.
Doublespeak: Speak two 1st-level utterances of the evolving mind.
Spare the Flesh: Gain, grant, increase, or decrease damage reduction.

4TH-LEVEL UTTERANCES
Empower Name: Increase or decrease the DC to affect subject with an utterance by 10.
Sacrament of Safety: Grant subject immunity to death-affects or instantly slay subject.

5TH-LEVEL UTTERANCES
Perfect Form: Grant +4 bonus to all abilities or slay subject and reanimate as Garbler.
Phrase of Perfection: Grant bonus to or reduce one ability by half your speaker-level.
Voice of Reason, Greater: Release subject from mind-affecting effects or cause insanity.

6TH-LEVEL UTTERANCES
Create Proxy: 25% chance researchers will discover proxy's truename while looking for your, or automatically discover subject's truename.
Defy Resistance: Eliminate or triple the effects of the law or resistance.
Incarnation of Angels, Greater: Subject becomes a Word Archon or Logokron Devil.
Shun the Nameless: Separate vestige from host.
Entangling Demise: Entangle foes in flesh of exploded victim.
Erase Truename: Erase creature from existence.

LEXICON OF THE CRAFTED TOOL

1ST-LEVEL UTTERANCES
Appellation of Animation: Animate object, grant dancing ability to weapon or animated ability to shield.
Create Servitor, Lesser: Animate and control object.
Food from the Useless: Make object edible.

2ND-LEVEL UTTERANCES
Mantra of the Archer: Provoke no attacks of opportunity when attacking with targeted ranged weapon.
Store Utterance: Targeted weapon triggers up to 2nd-level utterance of the evolving mind when used.
Extend Weapon: Target gains five feet of reach.

3RD-LEVEL UTTERANCES
Create Servitor: Animate and control larger and more objects.
Fortifying Voice: Grant object extra hardness equal to half your speaker level.
Sizespeech: Double capacity of container.

4TH-LEVEL UTTERANCES
Enarmour Magic: Lower arcane spell failure chance on armour.
Mobilize Item: Target becomes caravan.
Return the Soul: Rend soulmelds asunder.

5TH-LEVEL UTTERANCES
Metamagic Inhibitor: Remove metamagic benefits from scroll or potion.
Extend Weapon, Greater: Target gains fifteen feet of reach.
Formation of the Golem: Weapon, shield, or item becomes golem of like material.

LEXICON OF THE PERFECTED MAP

1ST-LEVEL UTTERANCES
Airkissed Seas: Make area suitable for both air and water-breathing creatures.
Beckon The Past: Ghostly images of creatures re-enact past events in area.
Safe Haven: Attackers must make will saves to proceed.

2ND-LEVEL UTTERANCES
Realm of Silenced Magic: Create antimagic field.
Earthwalk: Chunks of earth rise under your feet and and provide aviation.
Word of Crossing: Raise bridge of land.

3RD-LEVEL UTTERANCES
Summon Soulless Forest: Generate a midnight grove which creates midnight constructs.
Permeate Ground: Open fissures in ground and possibly imprison victims.
Confuse and Trap: Raise maze of earth from the ground.

4TH-LEVEL UTTERANCES
Twist the Air: Create devastating tornadoes.
Usher in Madness: Sunder reality and pull creatures from the far realm.
True Genesis: Instigate new demiplane.

LEXICON OF THE EVOLVING MIND

ALERT
Level: 1
Duration: Instantaneous (Normal), 5 rounds (Reversed)
Saving Throw: None (Normal), Will negates (Reversed)

Normal: You speak a brief, harsh word of rousing. Your once sleepy subject leaps to his feet, ready for action.

The target of this utterance, if sleeping, immediately wakes up. This utterance does not effect creatures that are unconscious due to being brought below 0 hp or from having taken subdual damage equal to their hp.

Reversed: You quietly murmur soothing phrases. As you speak, the eyelids of the subject of your attention begin to flutter, until they close, and he falls to the ground.

If the target of this utterance, when reversed, fails a Will save, it falls asleep for the duration of this utterance, regardless of how many HD it has.

ARGENT SHELL
Level: 1
Duration: 5 rounds
Saving Throw: None (Normal) or Fortitude negates (Reverse)

Normal: You speak a forceful phrase of defense, and the scales covering your subject turn to a silvery suit of armor imbued with primal force.

Any natural armor bonus the target has to AC is converted to a deflection bonus for the duration of this utterance.

Reverse: You speak harsh syllables, like the cracking of a shell. The once-thick shell covering your foe softens like an eggshell dropped in acid.

The target takes a penalty to its natural armor bonus to AC equal to half your truenamer level. This penalty cannot reduce its natural armor bonus below 0.

CONTAGIOUS GOSSIP
Level: 3
Duration: 1 day/level
Saving Throw: None (Normal) or Will negates (Reversed)

Normal: You complement the object of your attention on something's he has never done. Even as you speak the lie, a look of vague recollection crosses his face.

You slightly alter the target’s truename, attaching good deeds to his name. Any creature the target interacts faintly recalls remembering the target having done something good. The target gets a circumstance bonus on all skill checks made to influence others equal to half your truenamer lever for the duration of this utterance.

Reverse: You insult your subject, mocking him for something he has never done. He starts to deny your accusation, but stops dead, as if he has remembered something.

As above, but you make others think the target has committed evil, or at least unsightly, acts. He takes a penalty on all skill checks made to influence others equal to half your truenamer level for the duration of the utterance.

CREATE PROXY
Level: 6
Duration: Permanent (Normal), Instantaneous (Reversed)
Saving Throw: Will negates

Normal: You effortlessly blend your own truename with that of your target.

On a failed save, you transform the target into your own personal proxy. Whenever someone would successfully research your personal truename, there is a 25% chance they instead discover your proxies, though they do not realize this. You may only have one proxy at a time.

Reverse: You speak nothing–rather, the personal truename of your target simply rolls over your lips.

On a failed save, you automatically learn the truename of the target.

Special: When you speak this utterance, you must spend 2,000 xp. If you fail your Truespeak check or if the target makes its save, this XP is wasted.

DEFY RESISTANCE
Level: 6
Duration: Instantaneous (Normal), 5 rounds (Reversed)
Saving Throw: None (Normal), Will negates (Reversed)

Normal: You speak a universe-wrenching word of skill and eloquence, defying the basic laws of Truespeech.

The target of this utterance is, in effect, cosmically refreshed. The number of times he has used each of his utterances today is reset to zero for determing the Truespeak DC increases caused by the Law of Resistance. However, any utterances he speaks after this utterance is used on him still count for determing the DC increase.

Reverse: You speak a mind-twistingly complex phrase, warping the Law of Resistance itself around your foe.

On a failed save, the effects of the Law of Resistance are tripled for the target of this utterance when reversed. The DC of any Truespeak check to speak an utterance is increased by 6, rather than 2, for each time he has previously used that utterance today.

Special: Manipulating the laws of truespeech is dangerous. Every time you use this utterance, there is a 10% chance you will permanently lose a skill rank in Truespeak. The chance increases by 5% for every time you have used this utterance in the same week. This can't drop your ranks in Truespeak below 0. Only a wish, miracle, or similarly powerful effect can restore the lost skill rank.

DESMISE DELAYED
Level: 1
Duration: 5 rounds (Normal), Instantaneous (Reversed)
Saving Throw: None (Normal), Fortitude negates (Reversed)

Normal: You speak words of endurance and persistence, and watch a red haze fill your ally's eyes.

The target of this utterance remains conscious and suffers no penalties from being disabled or dieing. Even if he is at -1 to -9 hp, he fights unimpeded. When he reaches -10 hp, he still dies.

Reverse: You speak a single, short truename, like the prick of a needle.

If the target of this utterance, when reversed, is between -1 and -9 hp but stabilized and fails his save, he becomes destabilized and reverts to a dying state.

DETECT SHARED NAME
Level: 2
Duration: Instantaneous (normal) or 5 rounds (reverse)
Saving Throw: None.

Normal: As the words of uncovering leave your mouth the target glows and you know whether or not they share their soul.

If the target of this utterance is harbouring a vestige it is immediately revealed in the form of an aura, this aura's strength depends on the host's effective binder level, refer to the chart to determine the strength of the aura.

Minimum Effective
Binder Level Aura Strength
1st-4th Faint
5th-9th Moderate
10th-14th Strong
15th of higher Overwhelming

Reverse: As the words of disguise leave your mouth you watch as the signs of the accompanying soul in your target vanish.

If the target is displaying the sign of his vestige they immediately vanish upon use of this utterance, any abilities the vestige granted work as if he were showing the sign. The total level of vestige that you can suppress in this manner is equal to your one half your truenamer level, you can not suppress epic vestiges.

DOUBLESPEAK
Level: 3
Duration: Instantaneous

Normal: You speak a short phrase of truespeech, repeating the truenames describing your subject twice. You then quickly rattle off two lesser utterances, and pause to observe your work.

You may, as a free action, use any two utterances of 1st level from the Lexicon of the Evolving Mind on the target without making a Truespeak roll. The subject makes saves for each utterance as usual, if necessary. Both utterances must be their normal version.

Reverse: You speak swiftly, and then utter two lesser utterances, reversed but just as powerful in the forms you've chosen.

When this utterance is reversed, it functions just as above, but both utterances must be reversed.

EMPOWER NAME
Level: 4
Duration: 5 rounds
Saving Throw: None (Normal), Will negates (Reversed)

Normal: You describe your ally in truespeech, using the grandest and most powerful of names to label him.

The DC of any Truespeak check made to use an utterance against the target of this utterance is increased by 10.

Reverse: You describe your ally in truespeech, dubbing him with the lowliest and most insiginificant titles.

The DC of any Truespeak check made to use an utterance against the target of this utterance, when reversed, is decreased by 10.

EMPOWER THE MIND
Level: 2
Duration: 5 rounds
Saving Throw: None

Normal: At the sound of your shout, the subject of your utterance seems to lift his head, as if empowered.

This utterance grants the subject temporary power points, the speaker can continue to grant the subject power points for 5 rounds by speaking utterances unto him. The amount of power points is determined by the level of the utterance.

Utterance Power Points Utterance Power Points
Level Acquired Level Acquired
1 1 4 8 .
2 2 5 12
3 4 6 16

Reverse: As you speak this utterance, your opponent droops his head as if mentally weakened.

This utterance, when reversed, uses the same chart as the normal version. However instead of granting the subject power points, using more utterances removes them.

ENTANGLING DEMISE
Level: 6
Duration: 5 rounds
Saving Throw: Fortitude partial and reflex negates; see text

Normal: The creature targeted by this utterance suddenly ruptures violently through the skin, blood vessels shoot from their skin and anchor him to the wall and floor.

This utterance acts as the spell Avascular Mass except as noted here.

Reverse: The subjects wounds close and it appears more healthy upon your command.

You heal the target by up to half it's total hitpoints.

ERASE TRUENAME
Level: 6
Duration: Instantaneous
Saving Throw: Fortitude negates

Normal: The words of unmaking leave your lips and you watch the benefits manifest as the creature is obliterated into nameless nothingness.

To use this utterance the speaker must know the personal truename of the target, which must have an intelligence of at least 3.
On a failed save the target is unmade, effectively killed and erased from existence. Only a ritual of renaming can bring the subject back to life (see the Unamed sidebar ToM 261).
Each time you use this utterance you must pay 5000 XP.

Reverse: As soon as the commands leave your mouth you feel the soul of desire come slightly closer.

When the reverse version of this utterance is used it makes remaning an erased creature slightly easier. When this is cast on the spellcaster using true resurrection it grants that spellcaster the option of eschewing the material component of that spell for the purposes of the ritual of renaming.

FOCUSSING MANTRA
Level: 1
Duration: Instantaneous
Saving Throw: None (Normal), Will negates (Reversed)

Normal: You intone a few leaden syllables. As you do, a faint blue light shines in the eyes of your ally.

The target of this utterance, if psionic, immediately gains psionic focus. If he is already psionically focused, this utterance has no effect.

Reverse: You babble raucously in truespeech. As you do, you see the focused gaze on your enemy's face melt away like butter dropped in a fireplace.

If the target of this utterance, when reversed, fails a save and is psionically focused, he loses his psionic focus.
Special: Only characters with the psionic subtype may speak this utterance.

INTUIT ENCHANTMENT
Level: 1
Duration: Instantaneous (Normal), 1 hour/level (Reversed)

Normal: You ask your friend a few simple questions in truespeech. He does not answer, but the faint glow revealed in his eyes is all you need to see.

You learn if any magical or psionic compulsions are affecting the target, though you learn no specific details about them.

Reverse: You utter commands of forgetting and concealment to your pawn. His eyes glow faintly, and then their light is extinguished.

Any magical or psionic compulsions affecting the target become impossible to detect through the Sense Motive skill or spells, powers, or utterances of 1st level or below for the duration of this utterance.

PERFECT FORM
Level: 5
Duration: 5 rounds (Normal) or Instantaneous (Reversed)
Saving Throw: None (Normal) or Fortitude negates (Reversed)

Normal: You speak flawlessly, evoking concepts of physical prowess and mental potence in the same breath. A shining aura surrounds the ally, who now embodies all these concepts.

The target of this utterance gains a +4 enhancement bonus to all ability scores.

Reverse: You garble your truespeech, and watch as your foe’s physical form is fatally garbled.

If the target of this utterance, when reversed, fails his save, he dies. His body is twisted into a wretched mass of flesh, which, after 1d6 rounds, animates, becoming a Garbler. You have no control over it, but it will not attack you or your allies.
Special: When you speak this utterance, you must spend 100 xp. If you fail your Truespeak check or if the target makes its save, this XP is wasted.

PHRASE OF PERFECTION
Level: 5
Duration: 5 rounds
Saving Throw: No (Normal), Fortitude or Will negates (Reversed) (see text)

Normal: You issue a simple imperative in truespeech: Succeed.

The target gains an enhancement bonus to one ability score of your choice equal to half your truenamer level.

Reverse: With a simple phrase of truespeech, you deny your foe his talent, dubbing him a failure in the truest of tongues.

On a failed save, the target of this utterance, when reversed, takes a penalty to one ability score of your choice equal to half your truenamer level. This cannot bring the ability below 0. If you penalize a physical attribue, the save is a Fortitude save; if you penalize a mental attribute, the save is a Will save.

SACRAMENT OF SAFETY
Level: 4
Duration: 5 rounds (Normal), Instantaneous (Reversed)
Saving Throw: None (Normal), Fortitude negates (Reversed)

Normal: You evoke truenames of vitality and safety, and watch a healthy glow suffuse your ally.

The target of this utterance gains immunity to death effects for its duration.

Reverse: You utter two truenames–that of your target, and the succinct, lead-toned name of death.

If the target of this utterance, when reversed, fails his save, he dies.

SHUN THE NAMELESS
Level: 6
Duration: 5 rounds
Saving Throw: Will Negates

Normal: Your target loses some of his otherworldly attributes as you banish his vestige back to the void.

Upon a failed save, the target is separated from a single vestige for the duration of this utterance. While separated, the host of the vestige loses all signs and influences as well as the granted abilities of the vestige. The host can only be separated from one vestige at a time in this way. The speaker of this utterance can indicate the specific vestige they wish to expel, if they know the name. Otherwise the lowest-level vestige is affected. The level of the vestige being expelled is added to the truespeak check. This utterance does not effect epic vestiges.

Reverse: The words leave your mouth and as they do the target starts to show signs of otherwordly possession.

When reversed this utterance forces the target to show all his vestiges signs as well as fall under their influences.

SPARE THE FLESH
Level: 3
Duration: 5 rounds
Saving Throw: None (Normal) or Fortitude negates

Normal: You speak words of protection and invulnerability, wrapping your target’s skin in a glowing red aura.

The target of this utterance gains DR 10/magic.

Reversed: You speak words of weakness and vulnerability, sapping the strength from your foe’s skin.

If the target of this utterance, when reversed, fails his save, any DR he has is reduced by 5.

VOICE OF REASON
Level: 1
Duration: Instantaneous (Normal), 1 round (Reversed)
Saving Throw: No (Normal), Will negates (Reverse)

Normal: You make a desperate plea in truespeech to your subject, asking him to be reasonable.

You allow the target of the utterance to make a second saving throw against any one mind-affecting ability he is currently under the effects of, at the ability’s original DC. If he successfully saves, he breaks free of the effect.

Reverse: With a single inane phrase of truespeech, you throw your foe off kilter.

On a failed save, the target of this utterance, when reversed, is confused for 1 round.

VOICE OF REASON, GREATER
Level: 5
Duration: Instantaneous (Normal), Permanent (Reversed)
Saving Throw: No (Normal), Will negates (Reverse)

Normal: You evoke names of purity and cleansing, and watch as the enchantments are purged from your allies mind in a spectacular display of blue and violet light.

The target of this utterance is freed from all mind-affecting effects currently affecting him.

Reverse: Speaking a single truename of madness, you wrench your foes mind asunder.

If the target of this utterance, when reversed, fails a save, he goes permanently insane. Remove curse does not remove insanity. Aura alteration, greater restoration, greater voice of reason, heal, limited wish, miracle, or wish or other similar powers can restore the creature.

WILL OF STEEL
Level: 2
Duration: 5 rounds (Normal), 5 rounds or 1 round (Reversed) (see text)
Saving Throw: None (Normal), Will partial (Reversed)

Normal: You encourage your ally in truespeech, denying the presence of fear in his mind.

The target becomes bolstered against fear, gaining immunity to fear and a +2 resistance bonus on all saves against other mind-affecting effects for the duration of this utterance.

Reversed: You name the fear of your enemy, and it becomes reality... for him.

On a failed save, the target of this utterance when reversed is panicked for the duration of the utterance. Even if he successfully saves, he is shaken for 1 round.

LEXICON OF THE CRAFTED TOOL

APPELATION OF ANIMATION
Level: 1
Range: Touch
Target: Weapon or shield touched
Duration: 5 rounds

You speak a short name, evoking qualities of liveliness and strength. The object you name leaps into the air by your side, ready to serve.

You bestow a temporary, artificial personal truename upon the target of this spell, animating it. If it is a weapon, it gains the dancing special ability, while if it is a shield, it gains the animated special ability. At the end of the utterance’s duration, the named item falls to the ground. Though you technically know the named item’s personal truename, you gain no bonuses on Truespeech checks to affect it, as the truename is an artifical thing lacking the power of a real truename.

CREATE SERVITOR
Level: 3
Range: Medium (100 ft. + 10 ft./level)
Targets: One Small object per caster level; see text

You sing words of movement and vigor to the items around you, and watch them spring to life.

This utterance functions as lesser create servitor, except as above and that you may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.

CREATE SERVITOR, LESSER
Level: 1
Range: Touch
Target: Small or smaller object touched
Duration: 5 rounds

You speak a word of animation and vitality, giving life to the object in your hand.

You animate a Medium or smaller object, which immediately attacks whichever creature you designate. It is treated as an appropriately sized Animated Object under your control. You can change the designated target or targets as a move action, as if directing an active spell. You cannot object an item worn or carried by a creature.

ENARMOUR MAGIC
Level: 4
Range: Touch
Target: One shield or suit of armour
Duration: 7 rounds

The suit of armour this utterance is spoken upon becomes much more appealing to arcane spellcasters.

Any shield or suit of armour this is spoken upon loses some or all or it's arcane spell failure chance. The target of this utterance loses 25% of it's arcane spell failure chance for the duration of the utterance.

EXTEND WEAPON
Level: 2
Range: Touch
Target: One weapon
Duration: 1 round

The weapon spoken upon suddenly stretches, still it seems suitable to it's wielder.
The target of this utterance gains five feet of reach for the duration of the utterance, this has no adverse effects on the wielder.

EXTEND WEAPON, GREATER
Level: 5

Your weapon extends greatly upon your command.

This utterance functions like extend weapon except that the weapon gains 15 feet instead of 5.

FOOD FROM THE USELESS
Level: 1
Range: Touch
Target: One object weighing no more than 50 pounds
Duration: 5 rounds

Suddenly the metal of your words seems much more appetizing.

When this utterance is used on an object -- inanimate or animate – that object becomes edible, tasting like whatever the speaker desires, at the end of the duration, whatever has been left uneaten returns to it's inedible form.

FORMATION OF THE GOLEM
Level: 5
Range: Touch
Target: 25 pounds of material similar to intended golem
Duration: 5 rounds

You speak to the lump of material before you and as you do it grows tremendously; before you stands a golem, ready to serve.

This utterance acts as the spell summon golem (PHII 127) except as noted here. In addition the speaker can choose to make a psion-killer (crystal golem).

FORTIFYING VOICE
Level: 3
Range: Touch
Target: 1 object
Duration: Permanent

You speak words of encouragement and strengthening to the object you hold, and watch as it becomes firm and tough in your grasp.

The target object gains an enhancement bonus to its hardness equal to half your speaker level.
Special: When you speak this utterance, you must spend 100 xp. If you fail your Truespeak check or if the target makes its save, this XP is wasted.

MANTRA OF THE ARCHER
Level: 2
Range: Touch
Target: Ranged weapon touched
Duration: 5 rounds

You whisper a single, focused word of clarity, and the bow in your hands is surrounded with crackling blue energy.

For the duration of this utterance, attacking with the targeted ranged weapon doesn’t provoke attacks of opportunity, the weapon's range increment is doubled, and its threat range is doubled.

METAMAGIC INHIBITOR
Duration: Instantaneous

You speak, and as you do you feel some magic power drain from your target.

This utterance acts as metamagic catalyst except as noted here, instead of adding metamagic to scrolls and potions it removes them.
You may remove either Empower spell, Heighten Spell (maximum +2 caster level), Extend Spell, or Enlarge Spell.
You may also remove Widen Spell or Maximize Spell but doing so increases the truespeak DC by ten.
This utterance also functions on psionic tattoos and utterance potions with like metamagic/power feats.

MOBILIZE ITEM
Level: 4
Range: Touch
Target: One object weighing no more than 200 pounds and at least 25 pounds
Duration: 7 rounds

At your command the object grows wings and seats, is is ready to be your steed.

You animate one object to be your caravan, you can command it to grow either wings, legs, or a hull. Regardless of the form the caravan can fit up to 5 medium creatures and it moves at a speed of 30 ft./round with poor manoeuvrability in the air.
It retains the hardness and other qualities of the original material. The walls of the caravan are 1ft. thick.
While mobilized the object will follow simple commands such as might be issued to a zombie by a necromancer. Only the speaker who animated it may issue orders.
The caravan provides total concealment for all those inside, it also features 2 arrow holes on either side.
At the end the duration the object returns to it's normal form.

RETURN THE SOUL
Level: 4
Range: 30ft.
Target: One soulmeld
Duration: Instantaneous

You rend through the soul energy of your target and wreck it with your word.

This utterance acts just as the spell unshape soulmeld (MoI 105) except as noted here.

SIZESPEECH
Level: 3
Range: Touch
Target: 1 object with an interior space
Duration: Permanent

You speak complex formulas in truespeech. Though you barely understand them, you can see their effects plainly enough.

The interior dimensions of the target of this utterance are doubled for its duration. If the item’s interior dimensions have already been magically increased, such as those of a bag of holding, they cannot be further increased. If this utterance is dispelled, if the item cannot hold all the material within it, all objects in it are forced out of it, leaving it totally empty.
Special: When you speak this utterance, you must spend 50 xp. If you fail your Truespeak check or if the target makes its save, this XP is wasted.

STORE UTTERANCE
Level: 2
Range: Touch
Target: Weapon touched
Duration: 5 rounds

You enunciate a truename of containment, followed by a second utterance. Your weapon pulses with red runes, which quickly fade

When you speak this utterance, you imbue the targeted weapon with any one utterance of 2nd level or lower from the Lexicon of the Evolving Mind. The next enemy you hit with that weapon within the duration of this utterance is affected by that utterance, as if you had spoken it, though you need make no truespeech roll for it. Whether it is normal or reversed is decided by you when you store it.

LEXICON OF THE PERFECTED MAP

AIRKISSED SEAS
Level: 1
Duration: 1 minute

As you speak, bubbles burst forth from your mouth. They grow and grow, until the water around you is supersaturated with trapped air.

You fill all water in the area of the utterance with bubbles of air. Air-breathing and water-breathing creatures can both breath normally in the area. In addition, moving through the area is easier. Only a DC 10 Swim check is required to move through it; a creature may move at its normal speed on a success and half its normal speed on a failure. Creatures with a swim speed may swim normally. Finally, within the area, all underwater combat penalties on melee attacks are negated.

BECKON THE PAST
Level: 1
Duration: 1 minute

You utter truenames of hindsight and memory, and watch as ghostly images spring up around you.

A ghostly, illusionary replica of each creature to have passed through the area in the last day appear, at a rate of one image per round. The images appear in chronological order, from the last creature to have been in the area before the truenamer to the first. The images are exact replicas of the creatures as they were when they entered the area. Only you can see the replicas.

CONFUSE AND TRAP
Level: 3
Range: 30ft.
Area: 30ft. radius
Duration: 5 rounds

You command the ground to en-maze your foe and so it does.

This utterance acts as the spell maze except as noted here. Additionally the maze is not extra-dimensional, it rises from the ground.

The speaker adds 1/2 their intelligence modifier to the DC to escape from the maze.
While trapped in the maze the victim gains total concealment from all those outside.
The walls of the maze are 30ft. tall and cannot be scaled, teleport and like methods are futile as well when trying to gain entry to the maze.

EARTHWALK
Level: 2
Range: Personal and 50ft; see text
Duration: 5 rounds; see text
Saving Throw: None (harmless) or reflex negates.

Chunks of earth rise under you feet and allow you to fly.

This utterance acts as the spell fly except as noted here.
In addition, the speaker may choose to send the chunks of rock as projectiles at his enemies. As a standard action the speaker can send the rocks simultaneously at an enemy up to 50ft. away or one each at two opponent's dealing 1d12 damage + the speaker's speaker level each, doing so grants the victims a reflex save, one for each rock in the case of two projectiles being sent at the same creature.
Using this action ends the utterance.

PERMEATE GROUND
Level: 3
Range: 30ft.
Area: 20ft. radius spread
Duration: 7 rounds

The ground trembles and sinks into a series of pits at your spoken word.

Eight 10ft. wide pits open randomly across the area of this utterance, all creatures in the area have a 50% chance of falling into one of these pits on a failed reflex save, the pits are 30ft. deep each, falling creatures take 3d6 damage as a result of the fall, a DC 25 Climb check is required to escape a pit.
Creature who do not fall must walk at half speed to navigate through the permeated landscape, if a creature chooses to walk at full speed through this utterance's landscape they have a 50% chance of falling in a pit each round.
At the end of the duration, all creatures still underground are imprisoned as the spell.
Permeate Ground can also be utilized to free imprisoned creatures, when cast in an area suspected of having imprisoned creatures there is a 50% chance for each of those creatures to appear at the bottom of a pit.

REALM OF SILENCED MAGIC
Level: 2
Area: 10-ft. radius spread, centred on you
Duration: 1 minute

You speak words of dispelling and negation, rending asunder the fibres of magic.

As the spell antimagic field, except as above.

SAFE HAVEN
Level: 1
Duration: 5 rounds
Saving Throw: Will negates (see text)

You utter a short proclamation of peace in truespeech, and watch as a faint amber glow suffuses the area around you.

All creatures within the area of this utterance are affected similarly to the sanctuary spell. Any creature attempting to attack a creature inside the area or enter the area must make a Will save. If it fails, it is unable to perform that action. A creature inside the area that successfully attacks another creature loses the protection of this utterance, and can be targeted normally.

SUMMOM SOULLESS FOREST
Level: 3
Range: 30ft.
Area: 30ft. radius
Duration: 7 rounds
Saving Throw: Fortitude negates; see text

Your words bring up a forest from the ground, you can feel the soul energy drain from the air.

You grow up a midnight grove (MoI 205) which disappears at the end of the duration, except for newly created trees which stand as testaments to the speaker's power. The saving throw for the utterance is used in the place of the usual DC 17.

TWIST THE AIR
Level: 4
Range: 30ft.
Area: 30ft. radius spread
Duration: Instantaneous

You bring a mighty tornado down from the sky and watch the ensuing chaos.

This utterance acts as the power tornado blast (XPH 138) except as noted here.

USHER IN MADNESS
Level: 4
Range: 30ft.
Area: 30ft. radius spread
Duration: 3 rounds

You sunder the fabric of the accepted reality and usher in the madness of the far realm.

Each round after this utterance is spoken, roll percentile dice to see what creatures you call from the far realm.

Die Result Creatures Called
0-40% 1d4+1 5th-level grell philosphers.
41-85% 1d3 Tooth Beasts
86-100% 1 Giant Psurlon .

These creatures remain where they have been summoned permanently and once called are under the command of the summoner for only the regular duration of the utterance, after which they are released to do as they want.

WORD OF CROSSING
Level: 2
Range: 30ft.
Area: 20x50ft. cylinder
Duration: 5 rounds

You raise your voice as the land rises as a bridge before you.

You force the ground up to form a bridge, this bridge can support up to 500 medium creatures, it has a break DC equal to 10 + 1/2 your speaker level. You can shape it to traverse a chasm or body of water and even around corners, you cannot however extend it to be more than 50ft or widen it to more than 20ft.
Special: If the bridge is made from ice it manifests just as an ice bridge (DMGII 62).

TRUE GENESIS
Level: 4
Duration: Permanent

With this most powerful of utterances you instigate and create your own demiplane, your reward for your learning's in truespeech.

This utterance acts exactly like the word of genesis spell (ToM 262) except as noted here, also this utterance cannot be dispelled in any manner. This utterance is an exception to the rule that utterances are never permanent.

Edit: Thank-you...

Flickerdart
2009-09-09, 10:27 PM
Scorpions: [ spoiler][/spoiler] tags. Please.

deuxhero
2009-09-09, 10:53 PM
Truename Training has incorrect info. Truespeak is also a class skill for Factotums (I don't think that can do anything beyond research with it, but still...)

onthetown
2009-09-10, 11:21 AM
I actually just started a Truenamer last week, at level 5. I haven't experienced much difficulty with him yet, but if I start to notice some of the issues you brought up, I might ask my DM to substitute the Tome of Magic for this thread. I like the presented changes, I'll just have to see how many problems I run into with the ToM build. :smallsmile:

Kyeudo
2009-09-10, 02:32 PM
Hey, I saw this project and thought you might like to take a look at some of the utterances I put together some months ago. Many are my creation, and many are from an old thread put together in an old GitP forum, a thread called The Wørd.

Anyways some of them were PEACHed and others weren't but all have been posted before, if you like, help yourself.


I'll take a look over them and see if there's any that I like/can use.


Truename Training has incorrect info. Truespeak is also a class skill for Factotums (I don't think that can do anything beyond research with it, but still...)

I copied the text from the origional feat. The Factotum wasn't written at the time of ToM.


I actually just started a Truenamer last week, at level 5. I haven't experienced much difficulty with him yet, but if I start to notice some of the issues you brought up, I might ask my DM to substitute the Tome of Magic for this thread. I like the presented changes, I'll just have to see how many problems I run into with the ToM build. :smallsmile:

Some of the real mechanical problems don't start showing up until later levels, as the disparity between what modifier you have and what DC you need to reach increases. At early levels, the difference is only a point or two. At upper levels, it can be as much as 10 or 12 points.

If you DM makes sure to get you an Amulet of the Silver Tongue as early as it can fit in your expected Wealth (and a greater one later on), you should be able to stay in the 50% chance range easily enough.

Let me know what issues you run into in play with the origional. Any insights can be helpful.

Kyeudo
2009-09-14, 02:31 AM
Added some new stuff today. There are two new Inflection feats (Chant Utterance and Echo Utterance), a new general feat (Greater Utterance Focus), a new magic item (Amulet of Another Name), and a new artifact (the Book of Genesis). Hope you guys like them.

onthetown
2009-09-14, 09:19 AM
I've started to notice some things, even at an early level. It's incredibly difficult to hit the DC for learning and using somebody's truename with the max skill points allowed for his level, if the target is close to your own level. That said, he's a +2 level adjustment character and has a ton of Charisma and Intelligence, so it's not too bad yet... But if the DM throws something at me that's a few levels higher, I don't think I'll be able to do a thing.

Walkabout
2009-09-16, 09:36 AM
Chant Utterance [Inflection]
Through focus and constant repetition, you can greatly extend the duration of your utterances.
Prerequisites: Truespeak 6 ranks, ability to speak utterances.
Benefit: After speaking a chanted utterance, you can concentrate on the utterance to extend its duration. As long as you continue to concentrate on the utterance, the utterance's duration does not start counting down. The duration of a chanted utterance essentially only starts counting once you cease to concentrate on the utterance. You cannot resume concentration on a chanted utterance once its duration has begun to count down. An utterance with a duration of concentration or instantaneous is not affected by this feat. A chanted utterance has a Truespeak DC 4 higher than normal.

I like this, and I'll be testing it out in the Eyes of the Lich Queen. Quick question: What sort of action is it to continue the Chant and concentrate on this? Standard, Move, Free?

Another idea might be something like layering utterances together, but I suppose that's what Quicken Utterance is for, hm?

Kyeudo
2009-09-16, 11:35 AM
Standard, like concentrating on a normal spell effect. Should I make that more explicit in the text?

Walkabout
2009-09-16, 11:51 AM
I thought it should be Standard, but my brain's not functioning on all levels right now. If anyone else thinks it should be there, I'd say put it in, if no one else wondered, then don't worry about it and chalk it up to my tired mind. :smallsmile:

I think the section on Utterances that explains the various parts and particulars of Utterances mentions something about concentration works like spellcasting concentration, but I don't recall and can't find anything at the moment.

EDIT: Did that series of statements make ANY sense?

Kyeudo
2009-09-16, 12:17 PM
Yes, perfectly.

The section on Utterances details only how Utterances differ from standard spellcasting, so the assumption is that concentrating on an utterance is the same as concentrating on a spell like ability.

Quirken
2009-10-03, 09:28 PM
Kyeudo: I think your homebrewed Truenamer sounds great. Problem is... the formatting is designed for a message board, not for actual use.

May I have permission to create a formatted version, intended to be printed?

You will of course be granted full credit for the work, other than arranging it.

Kyeudo
2009-10-04, 12:35 AM
Sure. Go right ahead.

Quirken
2009-10-04, 04:38 PM
I'm almost done formatting and prettying it up. I found one spot that confuses me a bit:


If you have the bardic knowledge checks for the Knowlege check.

What were you going for there? Something more like...


If you have bardic knowledge, you can use this as well

?

Kyeudo
2009-10-04, 05:03 PM
Thanks for pointing that out. Looks like I forgot to copy a section of that line. It should be fixed now.

Just link me whatever you get when your done and I'll add it to the opening post.

Quirken
2009-10-04, 05:45 PM
Almost done with the Feats section...

Quick question: why did you get rid of the Recitation feats?

Recitation of the Fortified/Meditative/Mindful/Sanguine/Vital state

Kyeudo
2009-10-04, 06:08 PM
Recitations still exist, but not as feats. Those worth using got moved to the Acolyte of the Ego's list of personal tricks.

Quirken
2009-10-04, 06:42 PM
Recitations still exist, but not as feats. Those worth using got moved to the Acolyte of the Ego's list of personal tricks.

Hmm. If it were just truenamers affected, I'd say that makes sense, since there are other feats you're more likely to want, and they're all egocentric.

However, anyone could have taken those feats, assuming they met the pre-reqs. Recitation of the Mindful State, for instance, would be useful for a rogue.

Kyeudo
2009-10-04, 07:52 PM
Hmm. If it were just truenamers affected, I'd say that makes sense, since there are other feats you're more likely to want, and they're all egocentric.

However, anyone could have taken those feats, assuming they met the pre-reqs. Recitation of the Mindful State, for instance, would be useful for a rogue.

If you actually read Recitation of the Mindful State, you'll notice that the bonus it grants is based on your Truenamer level, something most rogues lack.

The only recitations that could possibly be useful to a non-truenamer are the Recitation of the Meditative State, Recitation of the Sanguine State, and Recitation of the Vital State, all of which are only situationally useful.

How often does disease come up? Enough to waste a feat on? The same can be said about poison. Emotional effects come up more often, but the ones that you'd want to waste a full-round action to get rid of usually don't allow you to take that full-round action.

Quirken
2009-10-04, 08:05 PM
(I finished editing this post, all my comments on the Lexicon of the Evolving Mind are done)

I just finished formatting the Lexicon of the Evolving Mind nicely. This is all taking way longer than I'd planned, probably because I'm proofreading, too...

I've noticed a few things that are missing/typos, and have some suggestions.

First, things that need to be fixed:
Your mod for Caster Lens contradicts itself:

This utterance does not affect spells per day or spells known. If the target has multiple spellcasting or manifesting classes, the penalty applies to all of them.
Affected spellcasters and manifesters lose access to any level of spells or powers that they no longer have sufficient level to cast.
In any case, I think the way the Tome of Magic has it seems more appropriate. Taking away spells seems kinda cheap.

Secondly, you list Word of Nurturing, Greater, as a level 1 :)

Third: The table regarding truespeak checks says the DC for Perfect Map spells is
DC25 + (Utterance Level x 5) + 5 if the location is magical

What if it's not magical?

OK, list of suggestions, mostly for filling in the few ??s:

Breath of Recovery, personal truename: If a personal truename is used to speak this utterance, the target gains a +2 bonus to Strength and Dexterity for one round.

That's the opposite of the personal truename for the reverse, except +6 STR/DEX would be way too strong.

Incarnation of Angels seems kind of overpowered if you know somebody's truename; perhaps limit the # of rounds it is good for if you use their personal truename?

Prenatural Clarity Reverse's Personal Truename is cut off. It just says "If a personal truename is used to speak this utterance," and stops. If this is like the other ones, might I suggest a -5 to the first attack roll, opposed ability roll, skill check, or saving throw, whichever happens first?

For Sensory Focus, perhaps the personal truenames should affect their ability to hear and/or make a spot check?

Serpent's Tongue just strikes me as being far too strong; I think I'm going to rule it out in any character I make. 5 rounds of an enemy helping you out? Too much.

Silent Caster's truename bonus could

If a personal truename is used to speak this utterance, the Silent Spell feat lasts until the next spell cast, or 5 rounds have passed, whichever happens first.
This would give the target a chance to do something non-spell based during that round

For Speed of the Zephyr (reverse), perhaps the truename could be "the target's base speed is further reduced by an additional 5 feet"

Speed of the Zephyr, Greater truename: "If a personal truename is used to speak this utterance, the target gets an additional +1 bonus on attack rolls and an additional +1 dodge bonus to AC and Reflex saves." Reverse: "If a personal truename is used to speak this utterance, the target takes an additional –1 penalty on attack rolls, AC, and Reflex saves."

For Temporal Hurricane truename, how about "the target's base speed increases by 5 feet." Same for the reverse

For Temporal Spiral's truename: "the effect lasts until the end of their turn instead." and reverse: "Target takes a -1 penalty to their Will saving throw."

For Temporal Twist: "If a personal truename is used to speak this utterance, and the target has already made an additional attack, Temporal Twist takes effect the following round." For the reverse, same as Temporal Spiral's reverse.

I have no idea what to do for vision sharpened's truenamed versions.

Ward of peace, personal truename: "when an enemy uses an area of effect spell, the target has the choice of either nullifying the damage and ending the Ward of Peace immediately, or taking the damage and continuing to the maximum 5 rounds" For the reverse, "the target is unable to use a plane shift spell to return"

Quirken
2009-10-04, 09:10 PM
If you actually read Recitation of the Mindful State, you'll notice that the bonus it grants is based on your Truenamer level, something most rogues lack.


Fair enough, I misread that part as your truespeech skill level.

In other news, the post above this one is now complete. Take a look and let me know what you think of my suggestions :)

(I've factored most of my suggestions into the version I'm creating, but if you say you don't like them or change them otherwise, be sure to let me know, and I'll make sure my version reflects your choices)

Also, I've upload a working copy. Obviously, it doesn't have most of the spells and such in it yet, but it's 24 pages of pretty-formatted Truenamer homebrew :)

I tried to make it look as close to the Tome of Magic as I could, but the actual fonts used in the Tome aren't freely available, so I only made D&D-looking header fonts.

http://www.scribd.com/doc/20615649/Truenamer-Homebrew

(There's a DL link there as well, if you want to download it)

The final version will have a table of contents and page numbers.

Kyeudo
2009-10-05, 02:27 AM
In any case, I think the way the Tome of Magic has it seems more appropriate. Taking away spells seems kinda cheap.


Actually, that isn't anything new to the utterance. I just made the effect explicit. If you check the rules for spells, you will find there is a minimum caster level for a spell.

I'll do a little rewording though to make the effect more explicitly temporary.



Secondly, you list Word of Nurturing, Greater, as a level 1 :)


Fixed.



Third: The table regarding truespeak checks says the DC for Perfect Map spells is

What if it's not magical?


Then you don't add 5.


Your list of sugestions:



That's the opposite of the personal truename for the reverse, except +6 STR/DEX would be way too strong.


The idea with the personal truename effects is to do something that either synergizes with the utterance or builds upon it. I don't think a one round minor bonus to Strength and Dexterity really helps out an utterance that strips away harmful conditions.



Incarnation of Angels seems kind of overpowered if you know somebody's truename; perhaps limit the # of rounds it is good for if you use their personal truename?


My reasoning for why it isn't too strong:

The basic Incarnation of Angels is the equivalent of a 3rd level spell but only grants some minor restistances and some weak DR (DR/magic is practically worthless). With a personal truename, it's supposed to be close, but not quite, to a 4th level spell in power (at least, that was my design goal). It adds a minor ability buff that is worse than bull's strength and either a flight speed that is worse than a fly spell or some natural weapons.

As a further problem, you can only apply these special benefits to someone for whom you have spent a large amount of gold researching their personal truename.

Throw in the fact that truenamer's utterance progression leaves them a half step or more behind true spellcasters, and I think it isn't more than just a strong option for its level.



Prenatural Clarity Reverse's Personal Truename is cut off. It just says "If a personal truename is used to speak this utterance," and stops. If this is like the other ones, might I suggest a -5 to the first attack roll, opposed ability roll, skill check, or saving throw, whichever happens first?


I just forgot to add the ?? at the end of the line. Instead of just mirroring an effect from the normal, I'd prefer an effect that built on the target's confusion.



For Sensory Focus, perhaps the personal truenames should affect their ability to hear and/or make a spot check?


The problem is that between truesight and blindsight, there's not much you can miss seeing or hearing and between blindness and deafness there's not much you can see or hear. Adding a bonus to Spot and Listen wouldn't actually be meaningful.



Serpent's Tongue just strikes me as being far too strong; I think I'm going to rule it out in any character I make. 5 rounds of an enemy helping you out? Too much.


It is stronger than Charm Person, as it makes the target hostile to former allies and affects any target, but Wizards have been casting Charm Person for 5 levels and are 1 level away from Charm Monster.

Further, the target does not necessarily turn on its allies. It just hates them and doesn't want to help them. It does want to help you, but it chooses how it is going to help, which may be just to leave you to finish off its former friends.

Like Charm Person, the key to dealing with Serpent's Tongue is to bring in the roleplay side of the equation.



Silent Caster's truename bonus could

This would give the target a chance to do something non-spell based during that round


Good idea. Added.



For Speed of the Zephyr (reverse), perhaps the truename could be "the target's base speed is further reduced by an additional 5 feet"


I want to say that isn't crippling enough, but it will do for now.



Speed of the Zephyr, Greater truename: "If a personal truename is used to speak this utterance, the target gets an additional +1 bonus on attack rolls and an additional +1 dodge bonus to AC and Reflex saves." Reverse: "If a personal truename is used to speak this utterance, the target takes an additional –1 penalty on attack rolls, AC, and Reflex saves."


It just doesn't seem good enough. That small of a bonus can be achieved by the Cleric casting prayer.



For Temporal Hurricane truename, how about "the target's base speed increases by 5 feet." Same for the reverse


Thinking way to small here. Speed of the Zephyr does small move speed boosts, competing with things like longstrider. Temporal Hurricane is competing with Time Stop, Meteor Swarm, and Gate.



For Temporal Spiral's truename: "the effect lasts until the end of their turn instead." and reverse: "Target takes a -1 penalty to their Will saving throw."


The effect essentially does last until the end of their next turn and the target is already facing a +2 difficulty to the DC of the save just from being targeted with its personal truename.



For Temporal Twist: "If a personal truename is used to speak this utterance, and the target has already made an additional attack, Temporal Twist takes effect the following round." For the reverse, same as Temporal Spiral's reverse.


Most sources of additional attacks are rather permanent or otherwise long duration (weapon of speed, haste, etc.) If it doesn't work this round, it probably wont work next round.



Ward of peace, personal truename: "when an enemy uses an area of effect spell, the target has the choice of either nullifying the damage and ending the Ward of Peace immediately, or taking the damage and continuing to the maximum 5 rounds" For the reverse, "the target is unable to use a plane shift spell to return"


Do you mean all the damage, as in including damage done to allies by the same spell?

As for preventing the plane shift spell, I don't think that is a good idea. If the target can plane shift, he's effectively fled the battle once he uses it and won't be able to return. If he was already losing so badly, he'll just plane shift once he gets out.

I instead went with copying the personal truename effect of Singular Mind, which removes the need to concentrate on the utterance.


I looked over what you've done already and I have to say that it looks great.

Quirken
2009-10-05, 03:34 AM
For the Ward of Peace spell, I meant just damage to the truenamer. I figured if you can't be attacked except by AoE, sacrificing the ward to avoid AoE damage would make you physically vulnerable again, and be well balanced that way.

If it isn't apparent, I'm somewhat of a D&D newbie :) So some of the things I suggested which seem redundant to you, I put because even reading the entries on them on the D&D wiki didn't seem to rule that out as not useful.

Also, some of the ones where I suggested fairly weak buffs/debuffs, I had two reasons behind them:
1) The wiki page on the buff/debuff mentions it also has the effect of +1 AC or what not, so I figured that another +1 would help, but not break the game.

2) One of the people I'm playing with is kinda a purist/snob. He doesn't really even like a lot of the supplemental texts (And the good ones at that!). You can imagine how he feels about homebrew =P Hence me not suggesting any large buffs.

Also, since I'm planning on printing out this guide when I'm done formatting it, I don't really want any of those ??s, hence me making suggestions that even I don't think make a ton of difference =P

Glad you like the .pdf :) I'll finish it probably by the end of this week.

Kyeudo
2009-10-05, 11:56 AM
For the Ward of Peace spell, I meant just damage to the truenamer. I figured if you can't be attacked except by AoE, sacrificing the ward to avoid AoE damage would make you physically vulnerable again, and be well balanced that way.


Hmm. You know, it would probably be a better idea to make the personal truename effect of normal Ward of Peace be complete immunity to area and effect spells. After all, this is a 5th level utterance.



If it isn't apparent, I'm somewhat of a D&D newbie :) So some of the things I suggested which seem redundant to you, I put because even reading the entries on them on the D&D wiki didn't seem to rule that out as not useful.


Everyone has to learn somehow.



Also, some of the ones where I suggested fairly weak buffs/debuffs, I had two reasons behind them:
1) The wiki page on the buff/debuff mentions it also has the effect of +1 AC or what not, so I figured that another +1 would help, but not break the game.


Except at low levels, another +1/-1 doesn't do a whole lot. It's a 5% difference in your chance of success.



2) One of the people I'm playing with is kinda a purist/snob. He doesn't really even like a lot of the supplemental texts (And the good ones at that!). You can imagine how he feels about homebrew =P Hence me not suggesting any large buffs.


D&D snobs deserve to have a Batman Wizard and a CoDzilla in their party. :smallamused:



Also, since I'm planning on printing out this guide when I'm done formatting it, I don't really want any of those ??s, hence me making suggestions that even I don't think make a ton of difference =P

Glad you like the .pdf :) I'll finish it probably by the end of this week.

Suggestions are welcome. At the very least, it keeps me thinking about the problem.

Quirken
2009-10-05, 08:01 PM
Hmm. You know, it would probably be a better idea to make the personal truename effect of normal Ward of Peace be complete immunity to area and effect spells. After all, this is a 5th level utterance.

I think 5 rounds of total invincibility is a tad overpowered =P Plus, making it THAT good a spell means anyone who makes this homebrew truenamer will probably pick that spell. Less variety.

I know truename research is expensive, but even so, you shouldn't become a godly support character because of one spell.


D&D snobs deserve to have a Batman Wizard and a CoDzilla in their party. :smallamused:

lol, yeah. He's a cool guy, but snobby about pretty much all of the things he likes to do. Music-snob, video-game snob, D&D snob... lol.



Then you don't add 5.

I'm going to either rephrase that or format it somehow to ensure it's clear that the "if magical" part only refers to the 5, not the whole line

Kyeudo
2009-10-05, 09:17 PM
I think 5 rounds of total invincibility is a tad overpowered =P Plus, making it THAT good a spell means anyone who makes this homebrew truenamer will probably pick that spell. Less variety.

I know truename research is expensive, but even so, you shouldn't become a godly support character because of one spell.


Did you miss the part where any directly hostile action cancels the effect?



I'm going to either rephrase that or format it somehow to ensure it's clear that the "if magical" part only refers to the 5, not the whole line

I'll add some brackets to make it clearer.

Quirken
2009-10-05, 10:37 PM
Did you miss the part where any directly hostile action cancels the effect?


:smallbiggrin: Yeah, I think I did. I was going through an awful lot of spells

Nero24200
2009-10-06, 04:20 PM
This might seem like a silly question, but looking over both the origonal version and this version...one question always pops up...

Aside from a handful of class features, what does knowing someones truename actually do? I can't seem to find what it's meant to do.

FrostBringer
2009-10-06, 04:55 PM
Decreases the DC

Kyeudo
2009-10-07, 12:48 AM
This might seem like a silly question, but looking over both the origonal version and this version...one question always pops up...

Aside from a handful of class features, what does knowing someones truename actually do? I can't seem to find what it's meant to do.

In the origional, it gave you a +2 to overcome spell resistance for an increased DC on your Truespeak check.

In mine, you get +2 to the utterances's save DC and whatever personal truename ability your utterance has kicks in and in exchange the DC of your Truespeak check goes up slightly.

Nero24200
2009-10-07, 05:32 PM
In the origional, it gave you a +2 to overcome spell resistance for an increased DC on your Truespeak check.

In mine, you get +2 to the utterances's save DC and whatever personal truename ability your utterance has kicks in and in exchange the DC of your Truespeak check goes up slightly.
Ah okay. Just seemed a little weird in the origonal when it had so much detail dedicated to researching truenames only to have actual truenames play such a small role.

Quirken
2009-10-08, 11:44 PM
What exactly is a "Discriptor" ?

Kyeudo
2009-10-09, 12:46 AM
A misspelling of "descriptor." Utterances origionally lacked the same descriptors as spells, even when they duplicated spells.

EDIT: All such misspellings should be fixed.

Quirken
2009-10-20, 01:40 PM
I've found what I believe to be a mistake:


With this utterance, you can open the gateway within 5 to 500 miles (5d%)

Unless 5d% is something I'm unfamiliar with (which is actually probable), I'd imagine it's supposed to be a dice roll.

For the Redirect Spell spell... it seems a little odd that spells would have truenames, given that all spells make use of truenames as components. Perhaps that's nitpicky of me, but I find it strange.

In any case, it seems unnecessary to have this passage multiple times:
Each kind of spell has a personal truename that applies to every casting of that spell. The Knowledge (arcana) check needed to research this personal truename has a DC of 20 + (3 x the spell's level) and requires a number of successful checks equal to the spell's level. For example, to research the personal truename of magic missile, you would need to succeed on one DC 23 check, while you would need to succeed on nine DC 47 checks to research the personal truename of wish.

Your Acolyte of the Ego is significantly different than WotC's. How long are Recitations supposed to last for?

More thoughts as I continue formatting, but I've got the flu, so I'm taking a break.

Kyeudo
2009-10-20, 02:08 PM
Unless 5d% is something I'm unfamiliar with (which is actually probable), I'd imagine it's supposed to be a dice roll.


5d% is an abreviation for 5d100.



For the Redirect Spell spell... it seems a little odd that spells would have truenames, given that all spells make use of truenames as components. Perhaps that's nitpicky of me, but I find it strange.


Think of it this way: The fragments of truenames that makeup a spell's verbal component describe what the spell should do. A spell's truename describes what the spell is.



In any case, it seems unnecessary to have this passage multiple times:


True. I should move it to the section on the Truespeak skill.
EDIT: Done.



Your Acolyte of the Ego is significantly different than WotC's. How long are Recitations supposed to last for?


That was the idea. The origional Acolyte of the Ego was lackluster, in my opinion, so I fused it with the Disciple of the Word to get my version.

As for the duration of recitations:


Recitations (Sp): . . . Each recitation lasts for one minute unless otherwise noted.




More thoughts as I continue formatting, but I've got the flu, so I'm taking a break.

That sucks. Get well soon.

Karma Guard
2009-10-20, 10:50 PM
Here's one for you:

Can you tell me a partial progression for this new Truenaming? I like this more than Kellus' (no offense to his hard work), and a setting I'm working on-again/off-again on has a lot of Truenaming.

I'd come up with a partial progression myself, but I am so horribly terrible at casting progressions in the first place. :smallsigh:

Another base class besides just the Truenamer itself would be six kinds of awesome, of course- even if I have no idea where you'd go from the original flavor one- it's so broad like the wizard that it feels hard to go somewhere else.

I'd be using the progression to cobble a Bard variant- a more story-telling type one, if you're wondering. v(._.)v

Kyeudo
2009-10-21, 02:05 AM
I can probably put together a casting progression for a 3/4 truenamer, just give me some time. Getting the flavor right on a new base class is tricky, especially since all my best ideas went into the PrCs, so unless you have a fairly broad suggestion then it will be a while.

Kobold-Bard
2009-12-29, 03:34 PM
Hope this isn't thread-necro, just want to praise you for all the hard work you've put in here. I liked Kellus' redux, but it was too different to the original for my willingness to use.

So thanks for this, will try and use this in the future. I've always loved the idea behind the Truenamer.

Edit: I'd have to say I agree with whoever mentioned allowing low level utterances to evade the Law of Resistance a couple of times. Utterances less than or equal to 3 levels lower than your max, Wis Mod times/day perhaps.

Of course I am bad at balance, so feel free to ignore me.

Kyeudo
2009-12-29, 05:27 PM
The way that I set the DC formula, you should be able to make your Truespeak checks using your highest level LoEM Utterances roughly 50% if you had a starting Intelligence of 15 and have appropriate gear for your wealth by level (i.e. you have a Headband of Intellect +2 by the time it would be worth 20% of your character's total wealth). That's part of why Truenamers get the Skill Focus (Truespeak) feat for free.

Because of how the formula works, each level of utterance has a DC only 2 higher than the previous level. Therefore, if you use an utterance one level lower than your highest utterance, you can tolerate one more use of that utterance than for your highest level utterance before the Law of Resistance makes it too hard to use. Essentially, you get "bonus" uses out of your lower level utterances.

Quirken
2009-12-30, 04:25 AM
Hope this isn't thread-necro, just want to praise you for all the hard work you've put in here. I liked Kellus' redux, but it was too different to the original for my willingness to use.

I've been working on my .pdf version and have made a MAJOR version change. It is now over 50 pages in length and features all of Kyeudo's hard work (proofread. Spellcheck, Kyeudo! :smallsmile: ) I also rephrased a few bits for clarity.

The link is the same as before, so go ahead and download the new one! http://www.scribd.com/doc/20615649/Truenamer-Homebrew


Of course I am bad at balance, so feel free to ignore me.

I think Kyeudo's balance is fine. I'm only at level 3 so far, but it seems totally reasonable thus far, and thinking about the progression seems like it will scale well.

Kobold-Bard
2009-12-30, 04:37 AM
The way that I set the DC formula, you should be able to make your Truespeak checks using your highest level LoEM Utterances roughly 50% if you had a starting Intelligence of 15 and have appropriate gear for your wealth by level (i.e. you have a Headband of Intellect +2 by the time it would be worth 20% of your character's total wealth). That's part of why Truenamers get the Skill Focus (Truespeak) feat for free.

Because of how the formula works, each level of utterance has a DC only 2 higher than the previous level. Therefore, if you use an utterance one level lower than your highest utterance, you can tolerate one more use of that utterance than for your highest level utterance before the Law of Resistance makes it too hard to use. Essentially, you get "bonus" uses out of your lower level utterances.

Fair enough, as I said I suck at evaluating D&D stuff. Bravo again.

robotrobot2
2009-12-30, 08:13 AM
I think there is a possibility of brokenness in temporal hurricane. Feats/abilities/spells that have some form of backlash can be easily negated. Just use the spell/ability, speak Temporal Hurricane, and your fine. In conjunction with the dark speech feat, psionic feats such as overchannel and body fuel, and yes, epic spellcasting. It's also not clear in the description whether it would affect experience lost, negative levels, or even death. I could see this utterance being broken by any decently good optimizer.

Good job overall, though!

Kyeudo
2009-12-30, 12:22 PM
While I had not considered the utterance's effect on experience costs, using the utterance to get an ally around some negative condition is kind of the point of the utterance. I suppose I should add a clause that makes XP costs explicitly stay spent, but Temporal Hurricane is high enough level that only a dedicated Truenamer is going to have it. Spells with drawbacks are often high level as well, so it would take teamwork (or gestalt) to use that combo, something that I find acceptable.

Ankh
2010-01-14, 04:09 PM
I really like the work that's been done here. Is the PDF on Scribd or the forum thread to be considered the most recent version of this homebrew?

Are you interested in further input, like suggestions on truename boosts to utterances, etc? I have some ideas.

The truename boosts to utterances, by the way, are by far my favorite part of your work. The ToM truenamer got very little benefit from knowing someones personal truename- but the material that inspired truenaming suggests that if you know their name, they are very much vulnerable to you. So I really like this approach.

Was it inspired by the capstone abilities proposed in Secrets of Pact Magic? It very much reminded me of those capstones.

I note that the Book of Genesis grants a power that can only be exercised on the Astral Plane, while the book itself must be kept on the Material Plane, lest dire consequences occur. Was this an oversight, or intentional?

Quirken
2010-01-14, 04:40 PM
I really like the work that's been done here. Is the PDF on Scribd or the forum thread to be considered the most recent version of this homebrew?

Are you interested in further input, like suggestions on truename boosts to utterances, etc? I have some ideas.

The truename boosts to utterances, by the way, are by far my favorite part of your work. The ToM truenamer got very little benefit from knowing someones personal truename- but the material that inspired truenaming suggests that if you know their name, they are very much vulnerable to you. So I really like this approach.

Was it inspired by the capstone abilities proposed in Secrets of Pact Magic? It very much reminded me of those capstones.

I note that the Book of Genesis grants a power that can only be exercised on the Astral Plane, while the book itself must be kept on the Material Plane, lest dire consequences occur. Was this an oversight, or intentional?

Kyeudo's link on the first post and the link I just posted are actually the same. Scribd lets you overwrite a file rather than having to upload it a second time, etc :) If you see a table of contents on the first page, that's the most up to date version.

I'd say he's still open to it. I've been making a suggestion here and there as I went through formatting the guide, and Kyeudo has been pretty receptive to it. The only thing at this point keeping my formatted version from being 100% finished is really the few ?? on some spells w/ unknown personal truename effects.

If you can think of good things to go in there, I think both Kyeudo and i would be really quite happy with that :) I'm itching to "finish" and print out the whole thing, as I'm actively using it with my character.

Ankh
2010-01-14, 05:40 PM
I am very interested to hear how your playtest is going. Is your truenamer character outshining the party, or outclassed in any way? What other characters are in the group? How much of the material here have you employed?

I see there are only a few utterances with gaps left. These are tentative suggestions- I can't claim to have thought out their ramifications completely.

For invulnerability, the one hole in the warded object's defenses is 'mage's disjunction'. Perhaps knowledge of the object's truename gives a noteworthy bonus when resisting that potent spell.

For transmute object, perhaps if the object's truename is known, the change is measured in hours, not rounds- or even permanent. Money was already spent to learn the object's name, so would that not defray the impact of being able to transmute something into valuable material?

For unmake, I'd be tempted to allow a truename to unmake an artifact, but that would probably break too many plots. Perhaps instead an object is unmade with tremendous force- exploding, or somehow injuring the possessor of the object. Not sure about this one.

For conjunctive gate... if the name is of the point of origin, perhaps the gate's duration is hours, not minutes. If the name is of the destination, perhaps it is harder for the ruler of that realm to block the gate- an opposed roll, instead of automatic failure.
Or if the name of a being is used, if they are called through the gate, the Truenamer is able to use that name to compel the called being to service, rather than having to negotiate.

For Sensory Focus, the truename might add tremorsense to the blindsight, as a result of extreme sensitivity. If reversed, the blindness and deafness could last be permanent. (remember, blindness, a second level wizard spell, is also permanent)

For vision sharpened, the truename also grants a large bonus to spot checks. When reversed, the duration of the invisibility is much longer. Once again, remember that a 1st level binder could potentially be invisible permanently, with a 1st level vestige.

I realize that extended duration is not very exciting, but when most truenamer durations are 5 rounds, it makes a difference. (what good is 5 rounds of invisibility outside of combat? It's useless without the new feat that allows it to last while concentrating)

It's really quite tricky to balance these, because it's costly to learn names, so you want the boost to make the effort worthwhile- and yet, since truenamers always know their own names, you have to remember they always have the option of using the boost on themselves. Mostly this is not a problem- their abilities were too weak in the ToM, and this evens the score- but it's very easy to make it too potent.

Quirken
2010-01-14, 07:41 PM
I am very interested to hear how your playtest is going. Is your truenamer character outshining the party, or outclassed in any way? What other characters are in the group? How much of the material here have you employed?

At present, I'm only level 3. So far, I'd say I have a reasonable success rate on truenamer abilities.

We haven't done much combat, and I'm still quite a low level... so it's hard to say.

I'm also doing some crazy multiclassing on top of this, so my playthrough is hardly going to be "vanilla" of Kyeudos.

Basically, my DM allows you to use the Practiced Spellnamer feat to actually gain spells. Normally, it would increase your caster level or something like that. Pat's rules say you gain 4 additional levels worth of spells, but only if your overall level is at least that new level (you don't gain any bonus feats or abilities)

Essentially, I'm taking 5 levels of Tome-of-Magic Binder, and by the time I hit level 20, due to taking Kyeudo's Fiendbinder as well (where at level 1&9 you don't gain utterances), I'll have access to the same spells that a 17 Truenamer would.

This essentially means that multiclassing doesn't gimp you in any one class. Kind of broken. But fun and versatile.

It also means I'm not just testing out Kyeudo's truenamer. I'm trying two of his homebrew classes and then a Wizard class.

But right now, I'm more Truenamer than anything else. And it seems right so far, in terms of success rate on spells.

As far as the party goes... we keep gaining and losing people. But our core group is a bard, barbarian, cleric, and my neutral-good Truenamer/Binder/Fiendbinder (who has no problems being evil to demons in order to achieve good :smalltongue:).

The Bard... tends to talk a lot. Which is annoying, because my character is a talker as well. And our DM isn't giving us a whole lot of combat.

Hopefully since our group has stabilized by now, we'll actually see more combat, and I'll have more of a direct answer =P


For transmute object, perhaps if the object's truename is known, the change is measured in hours, not rounds- or even permanent. Money was already spent to learn the object's name, so would that not defray the impact of being able to transmute something into valuable material?

This sounds good to me, but I'm not sure exactly how game-breaking that might end up being. I'm fairly new to D&D.


For conjunctive gate... if the name is of the point of origin, perhaps the gate's duration is hours, not minutes. If the name is of the destination, perhaps it is harder for the ruler of that realm to block the gate- an opposed roll, instead of automatic failure.
Or if the name of a being is used, if they are called through the gate, the Truenamer is able to use that name to compel the called being to service, rather than having to negotiate.
I like the idea of the hours not minutes thing. It makes the spell a hell of a lot more useful.

As far as compelling service... I don't really like that idea. Again, I'm a newbie, but that seems like a bad idea.


For Sensory Focus, the truename might add tremorsense to the blindsight, as a result of extreme sensitivity. If reversed, the blindness and deafness could last be permanent. (remember, blindness, a second level wizard spell, is also permanent)

I like this a lot! I was trying to think of something useful here, and tremorsense sounds like the answer :)


For vision sharpened, the truename also grants a large bonus to spot checks. When reversed, the duration of the invisibility is much longer. Once again, remember that a 1st level binder could potentially be invisible permanently, with a 1st level vestige.
I think I suggested the spot check thing to Kyeudo, and he didn't like it. The other idea I like.


I realize that extended duration is not very exciting, but when most truenamer durations are 5 rounds, it makes a difference. (what good is 5 rounds of invisibility outside of combat? It's useless without the new feat that allows it to last while concentrating)
Yeah, I was thinking about that. A lot of the spells are nigh useless out of combat unless they were to last longer. Like if you were going to use Universal Aptitude to buff somebody's next skill check... great. But 5 rounds isn't very long if you're not in combat, and so it's next to useless without the Inaudible Utterance feat. If a NPC is in the middle of a heated debate, and suddenly one of the PC's friends starts speaking in some totally unrecognizable tongue... you're going to be suspicious.

I'm thinking perhaps it would make sense to add another Inflection Feat: Outside of combat, utterances last "x minutes" instead of "x rounds" or something like that (with the sidecondition that if anyone enters combat, the spell immediately dispels and/or counts down normally)

Doesn't sound too broken to me, and it would certainly make truenamer more fun to play outside combat. As I said, my DM isn't very combat heavy. In a 6 hour session, we are lucky to have 1-2 combats. Which I'm not happy with to begin with.

Kyeudo
2010-01-15, 02:46 AM
The truename boosts to utterances, by the way, are by far my favorite part of your work. The ToM truenamer got very little benefit from knowing someones personal truename- but the material that inspired truenaming suggests that if you know their name, they are very much vulnerable to you. So I really like this approach.


Glad you like them. I wanted to make it so that having your character find out that the villian had learned your truename was a reason to say "Oh Crap!" Names should always be among the Truenamer's greatest assets.



Was it inspired by the capstone abilities proposed in Secrets of Pact Magic? It very much reminded me of those capstones.


Never heard of it.



I note that the Book of Genesis grants a power that can only be exercised on the Astral Plane, while the book itself must be kept on the Material Plane, lest dire consequences occur. Was this an oversight, or intentional?

Actually, Words of Creation can be used both on the Astral Plane and on a demiplane of your own creation. The Book of Genesis treats the Material Plane as your demiplane, allowing you to reshape the world to your liking, given enough time and motivation.



For invulnerability, the one hole in the warded object's defenses is 'mage's disjunction'. Perhaps knowledge of the object's truename gives a noteworthy bonus when resisting that potent spell.


And yet that isn't a very solid boost. You see, Mage's Disjunction is like a nuclear missile - you only use it as a last resort (or in a theoretical vacuum). It doesn't come up very often, so knowing an object's truename for that purpose doesn't give you any benefit in most cases. In most games, it almost never comes up. Using its truename should be something always beneficial.

The main reason that I included that clause about Mage's Disjunction is that the Invulnerability utterance would be disjoined by the spell, thus removing its effects and causing all sorts of resolution arguments.



For transmute object, perhaps if the object's truename is known, the change is measured in hours, not rounds- or even permanent. Money was already spent to learn the object's name, so would that not defray the impact of being able to transmute something into valuable material?


Duration is the problem here. The idea behind Truenaming is short abilities that can be used repeatably. A 1st level Truenamer can theoretically use more "spells" than a 1st level Wizard. A 20th level Truenamer could probably use utterances non-stop for an hour without going dry, depending on the target.

Whether this theory is correct, I've tried to stay away from any duration longer than a minute and generally avoided duration enhancing truename effects.

The permanent idea, however, is almost workable. By making the duration "instantaneous" you get the thematically short duration but a permanet effect. Sadly, I don't think permanent is a good idea. Some of the materials you mention are fairly valuble, more so than the cost of most items' truenames. We already have enough money loops in the RAW as is.



For unmake, I'd be tempted to allow a truename to unmake an artifact, but that would probably break too many plots. Perhaps instead an object is unmade with tremendous force- exploding, or somehow injuring the possessor of the object. Not sure about this one.


If minor Artifacts didn't have a listed caster level, that might be viable, but they do.

Exploding items doesn't fit well with my conception of the utterance.



For conjunctive gate... if the name is of the point of origin, perhaps the gate's duration is hours, not minutes. If the name is of the destination, perhaps it is harder for the ruler of that realm to block the gate- an opposed roll, instead of automatic failure.
Or if the name of a being is used, if they are called through the gate, the Truenamer is able to use that name to compel the called being to service, rather than having to negotiate.


For the reasons I stated earlier, longer duration = bad idea.

Only a diety or otherwise plot-powerful entity can block a Gate spell, so not a good truename effect to go around bypassing that. The DM will just have it fail anyway.

Instantaneous (ie. less than a minute or two) service is already guaranteed by the text of the Gate spell. Longer service should still cost, as Gate is already broken enough as a spell. I'd go with a hefty bonus on whatever roll to negotiate you'd use, but there is no underlying roll that needs made.



For Sensory Focus, the truename might add tremorsense to the blindsight, as a result of extreme sensitivity. If reversed, the blindness and deafness could last be permanent. (remember, blindness, a second level wizard spell, is also permanent)


Blindsight gives what Tremorsense does and more.

The permanent blindness/deafness thing is possible, as I can make the duration instantaneous. There would be fewere possible counters (as instantaneous effects can't be dispelled), but Remove Blindness/Deafness still exists.



For vision sharpened, the truename also grants a large bonus to spot checks. When reversed, the duration of the invisibility is much longer. Once again, remember that a 1st level binder could potentially be invisible permanently, with a 1st level vestige.


Thinking now, the bonus to spot checks sounds okay. Not the best effect, but servicable. How high would be good without being too high?

As stated, I oppose most duration increasing effects for utterances.



I realize that extended duration is not very exciting, but when most truenamer durations are 5 rounds, it makes a difference. (what good is 5 rounds of invisibility outside of combat? It's useless without the new feat that allows it to last while concentrating)


In addition to the thematic issues, a duration increasing effect would allow for Extend Utterance to double the gain, as it were, or make that Inflection feat less useful. I'd prefer to leave stretching utterances out longer to be the purview of Inflection feats.



Yeah, I was thinking about that. A lot of the spells are nigh useless out of combat unless they were to last longer. Like if you were going to use Universal Aptitude to buff somebody's next skill check... great. But 5 rounds isn't very long if you're not in combat, and so it's next to useless without the Inaudible Utterance feat. If a NPC is in the middle of a heated debate, and suddenly one of the PC's friends starts speaking in some totally unrecognizable tongue... you're going to be suspicious.


That's actually an arguement to keeping things as they are, at least to me, as Inaudible Utterance already has few enough reasons to exist.

Zaq's playtest report on the usefulness of Universal Aptitude out of combat was actually the most glowing, because he could use it on practically any non-social skill check that was important, just before the check was made.

Quirken
2010-01-15, 03:54 AM
That's actually an arguement to keeping things as they are, at least to me, as Inaudible Utterance already has few enough reasons to exist.

Zaq's playtest report on the usefulness of Universal Aptitude out of combat was actually the most glowing, because he could use it on practically any non-social skill check that was important, just before the check was made.

Well, I can see both sides of that. I personally would see taking that feat as a wasted feat, as the other truenamer feats are so much more versatile (in general).

Also, I tend to want to specialize my character to be as useful/versatile in combat as possible... which means that the already fairly limited use (There are a few that you might want to cast silently in town or what not, but really, not that many, comparatively) just doesn't appeal to me.

As far as Zaq's playtest, I haven't read that yet, but yeah. Universal Aptitude wouldn't be nearly as useful in combat.

Ankh
2010-01-15, 10:14 AM
I can see your reasoning for leaving duration boosts in the realm of feats. Since it was an easy fall-back, I begin to see the difficulty of devising appropriate truename powers.

In the case of using the name of a being for conjunctive gate, consider that normally, if you were to contract for longer term service, you'd be offering a guideline of 1000gp per HD. Compare that to the cost of a truename, which amounts to 500gp per HD. The cost is half as much, but is not free- I find myself attracted to this use of a truename, because of how it fits with the flavor of truenaming in fiction. In fiction, if you know a being's true name, you can compel them. In D&D, using a gate to summon a being by their true name could be the same sort of thing.

As ever, it's up to you what you make part of your homebrew, but please take this into consideration.

A new thought, though. Bargaining for service would happen on each summoning, whereas you learn the name once. If you summoned the same being over and over, that is one heck of a return on the investment.

Perhaps you would only need half the amount to appease them, if you used their personal name. It would still convey a large advantage in bargaining for service, but not give unlimited servitude as a spell like ability.

Ankh
2010-01-15, 10:19 AM
Never heard of it.

(referring to capstone powers)

I presume you are familiar with the binding checks made by ToM binders? In the ToM, there is no real mechanical incentive to do well on a binding check, beyond the roleplaying aspect of being unable to suppress personality characteristics or the signs of binding if you should fail.

Secrets of Pact Magic, a (really well done) third party publication, adds the rule that if you beat the bind DC by 10 or more, you gain an additional ability, a sort of icing on the cake. Rather like the additional truename powers, except they depend on a good binding check and not on prior research.

Kyeudo
2010-01-15, 11:40 AM
A new thought, though. Bargaining for service would happen on each summoning, whereas you learn the name once. If you summoned the same being over and over, that is one heck of a return on the investment.

Perhaps you would only need half the amount to appease them, if you used their personal name. It would still convey a large advantage in bargaining for service, but not give unlimited servitude as a spell like ability.

Now, that could work. However, that is a creature's personal truename and the utterance is in the Lexicon of the Perfected Map. It can have the creature's personal truename effect (and I rather like the idea now), but because it is an utterance designed to affect a place, it needs to be able to incorporate a place's personal truename, whether that is the caster's current location or his desired destination.


(referring to capstone powers)

I presume you are familiar with the binding checks made by ToM binders? In the ToM, there is no real mechanical incentive to do well on a binding check, beyond the roleplaying aspect of being unable to suppress personality characteristics or the signs of binding if you should fail.

Secrets of Pact Magic, a (really well done) third party publication, adds the rule that if you beat the bind DC by 10 or more, you gain an additional ability, a sort of icing on the cake. Rather like the additional truename powers, except they depend on a good binding check and not on prior research.

Ah, I see. Sounds like a good idea in general.

Ankh
2010-01-15, 04:40 PM
Gate is a spell with two functions- one is relevant to place, the other is relevant to the summoned creature. Would it overpower the utterance too much to have either kind of name influence it, so you could use either the summoned being's name if calling a being or a place name if opening a portal?

Quirken
2010-01-15, 08:21 PM
Gate is a spell with two functions- one is relevant to place, the other is relevant to the summoned creature. Would it overpower the utterance too much to have either kind of name influence it, so you could use either the summoned being's name if calling a being or a place name if opening a portal?

Potentially you could require you use both?

Also, curse you. I just bought the Secrets of Pact Magic / Villains of Pact Magic combo. Now my wallet hurts $62 more... and worst of all, I'm now more interested in those books than in the Truenamer.

Also, it has me wishing that someone would do something similar for Truename magic. Kyeudo's work is definitely a huge improvement over the Tome of Magic, but in terms of wholly new content, there's only so much.

Kyeudo
2010-01-16, 01:45 AM
Gate is a spell with two functions- one is relevant to place, the other is relevant to the summoned creature. Would it overpower the utterance too much to have either kind of name influence it, so you could use either the summoned being's name if calling a being or a place name if opening a portal?

There are already several utterances with such personal truename functions. I was just pointing out that as it is an utterance from the Lexicon of the Perfected Map, it would need a place personal truename effect before it could be considered complete.

Kyeudo
2010-05-23, 04:50 PM
I know this is a four month necro-bump, but I got permission from the mods since I'd rather not repost everything.

I finally found time and ideas to get most of this finished off. Most of the changes are minor, just the addition of a personal truename effect to all but one of the remaining utterances.

A brief playtest of the Warden of Silence revealed a major flaw in the design, namely the Vow of Silence. A roleplaying game where you aren't saying anything gets old fast, so I added a class feature to allow the Warden to communicate somewhat until he gets to level 7 in the class.

Kobold-Bard
2010-05-23, 04:54 PM
Glad to hear this, I'm currently running a Level 3 Truenamer under this system.

Kyeudo
2010-05-23, 05:53 PM
Any insights you'd like to share? especially problems?

Kobold-Bard
2010-05-23, 05:55 PM
Any insights you'd like to share? especially problems?

Not at the moment. It's only Level 3 & just started and I have a +17 to my Truespeak checks so I haven't had to deal with resistance yet.

Tavar
2010-05-23, 07:45 PM
Huh, just want to bring up this PrC (http://www.giantitp.com/forums/showthread.php?t=152506). Not really finished, but I thought that you might have some ideas on fixing it up.

Kyeudo
2010-05-24, 10:04 PM
I'll take a look and let you know what I think.

Kyeudo
2010-05-30, 05:40 PM
I just came up with a personal truename effect that I think will work for Greater Speed of the Zephyr. Let me know if anyone thinks its too powerful for its level.

I also added the Dreamless Slumber and Anchor of Reality utterances to the Lexicon of the Evolving Mind. Nothing really fancy, just a sleep/awakening effect for the one and a dimensional lock/dismissal effect for the other. Let me know what you think.

Aldgar
2010-06-07, 06:45 AM
Okay, let's look at the DC's:

Basic DC for LoEM is 15+(2x Utterance level) + HD or CR of target.

Some stuff:

A truenamer targeting an equal HD creature has +3 net bonus from skillranks/HD ratio. +additional 3 from Skillfocus.

So the new calculation is basically: DC = 9+(2xUtterance Level) vs a target with equal HD.

So he needs to roll a 11 for a 1st level utterance, a 13 for a 2nd level utterance, a 15 for a 3rd level utterance, a 17 for a 4th level utterance, a 19 for a 5th level utterance, or an 21 for a 6th level utterance.

Of course, Intelligence modifiers and other modifiers haven't been calculated yet...

+10 from Greater Amulet of the Silver Tongue.
Assume 18 starting Int, +5 inherent, +5 levelups, +6 enhancement item
-> 34 Int, or a +12 modifier

So +22 at level 20, before a luckstone/other minor misc bonuses are added.

Seems okay to me.

Kyeudo
2010-06-07, 09:52 AM
You forgot the +3 from Skill Focus (Truespeak) that the Truenamer picks up at 3rd level. Other than that, you just ran the math I did backwards when I first started putting this together.

Aldgar
2010-06-08, 12:27 AM
I didn'T forget the +3 from Skillfocus.

Base DC is 15+(2xUtterance lvl)+ HD/CR

Ranks eclipse HD by 3, Skill focus adds another 3.

So 15-6=9

Kyeudo
2010-06-08, 12:29 AM
Looks like I missed it in your math then. Any other comments about the system or are you still looking it over?

Aldgar
2010-06-15, 08:49 AM
I was just thinking about it, as I'm about to play a 15th-level truenamer using your fix.

I'll tell you my in-game experiences as the game progresses.

#EDIT:

Basic stuff:
*My character is an Illumian(Naenhoon Sigils) with the "Enhanced Power Sigils" feat, getting a +3 bonus on Int based skill checks
*My character is NOT a member of the Paragnostic Assembly from Complete Champion
*My character has 21 Int and a Belt of Magificence +4, opting not to use a +6 Int item or any tomes yet.

With a Luckstone and a greater Amulet of the Silver Tongue as the only magic Items buffing his check, he has a +42 modifier to Truespeak at level 15.

He has taken the following Truespeak-related feats:

Skillfocus(Truespeak) - Bonus feat @ Truenamer lvl 3
Enlarge Utterance - Bonus feat @ Truenamer lvl 5
Inaudible Utterance - 6th level feat
Chant Utterance - Bonus feat @ Truenamer lvl 10
Quicken Utterance - 12th level feat
Truename Research - Bonus feat @ Truenamer level 15
Extend Utterance - 15th level feat

Some reasoning:
*Enlarge Utterance: The +2 DC is negligible, but the increased range is vital
*Inaudible Utterance - Useful in social situations or when stealth is important
*Chant Utterance - Perhaps the most powerful inflection feat. It allows extremely efficient downtime healing(pick a low-level word of nuturing, chant it, wait until ally has full HP), and lets you vastly extend the duration of certain utterances that grant extra invisibility, flight or etherealness
*Quicken Utterance - Mostly to spam lower-level utterances or *attempt* to use higher-level utterances with a ~50% chance to succeed. With the affiliation bonus from the Paragnostic Assembly, this feat is *much* more powerful.
*Extend Utterance - Mainly to compare it with Chant Utterance; both have +4 DC, and I'd guess Extend is more useful in combat, where you can't spare the actions to concentrate.

Kyeudo
2010-07-06, 11:05 AM
Didn't see that you gave me an update since you editted it into your post. Have the feat choices been working out as you expected? Any of them that you can't imagine playing a Truenamer without?

nonsi
2010-07-07, 09:18 AM
Okay, I have this weird question, being quite ignorant as far as the Truenamer (as well as this fix) goes:
What if utterances were an automatic success rather than a skill check?
How should one set the save/resistance DCs to adopt such change?
can it be at all viable?

Kyeudo
2010-07-07, 09:56 AM
Okay, I have this weird question, being quite ignorant as far as the Truenamer (as well as this fix) goes:
What if utterances were an automatic success rather than a skill check?
How should one set the save/resistance DCs to adopt such change?
can it be at all viable?

If they were an automatic success, you'd have recreated standard wizard spellcasting.

nonsi
2010-07-07, 11:22 AM
If they were an automatic success, you'd have recreated standard wizard spellcasting.

Mechanically speaking, that's the intent.
Given the above, things boil down to the balance issue.
Do you have an approximation regarding the necessary steps to make this change and maintain the same overall power level?

Kobold-Bard
2010-07-07, 11:28 AM
Mechanically speaking, that's the intent.
Given the above, things boil down to the balance issue.
Do you have an approximation regarding the necessary steps to make this change and maintain the same overall power level?

Why not just play a Wizard/other caster in that case?

nonsi
2010-07-07, 01:04 PM
Why not just play a Wizard/other caster in that case?


1. Flavor
2. Class features
3. The overall layout and progression of features.

It's not all about being the biggest & baddest hyper-charged cannon in the neighborhood, you know.

Kobold-Bard
2010-07-07, 01:12 PM
1. Flavor
2. Class features
3. The overall layout and progression of features.

It's not all about being the biggest & baddest hyper-charged cannon in the neighborhood, you know.

Yes I am aware of that (pathetically patronisingly) fact.

Fair enough, if you want to go to the effort of changing the entire class good luck to you. I personally like this class because I like the skill check mechanic and don't see what can be gained by making it vancian.

nonsi
2010-07-07, 06:11 PM
Yes I am aware of that (pathetically patronisingly) fact.

Fair enough, if you want to go to the effort of changing the entire class good luck to you. I personally like this class because I like the skill check mechanic and don't see what can be gained by making it vancian.

Okay, I finally took the time and went through this fix top to bottom and Itotally agree with you. it should remain as is.

Just one thing I dont get:
In the entire d20 system (official, 3rd-party & homebrew), there's not a single class that comes anywhere near this one at being dependant upon a single skill for basically everything it does.
So how come the Truenamer doesn't get Truespeak ranks automatically with level progression?

Another thing that irks the eye, is that it seems like feature-wise, the Truenamer is very fragile and quite low on survivability (or am I missing something?)

Kyeudo
2010-07-07, 06:39 PM
Okay, I finally took the time and went through this fix top to bottom and Itotally agree with you. it should remain as is.

Just one thing I dont get:
In the entire d20 system (official, 3rd-party & homebrew), there's not a single class that comes anywhere near this one at being dependant upon a single skill for basically everything it does.
So how come the Truenamer doesn't get Truespeak ranks automatically with level progression?


In a way, he does. The Truenamer's skill ranks are 4+int instead of 2+int like most 'caster' classes. He can easily afford Truespeak and whatever other skills he wants to take.



Another thing that irks the eye, is that it seems like feature-wise, the Truenamer is very fragile and quite low on survivability (or am I missing something?)

He's not supposed to be frontlining, like a cleric or a warblade, but he is less squishy than the wizard, his nearest thematic cousin. Truenamers are scholars, not fighters.

AtS
2010-07-07, 07:13 PM
Kyeudo, forgive me if this has been answered or explained, but I'm slightly confused by the Law of Resistance - is the DC increase applied permanently, or is it just for the day that the utterance was spoken?

Kyeudo
2010-07-07, 07:16 PM
The Law of Resistance
The first time that you speak a particular utterance, you calculate the DC as normal. However, the universe tends to resist being manipulated with Truespeak repeatedly in a short period of time, so each time you successfully speak the same utterance in a day, the DC of your Truespeak check for that utterance increases by 2. If you fail a Truespeak check, however, the DC does not increase on your next attempt of that utterance.


I believe that answers your question.

AtS
2010-07-07, 07:48 PM
I wasn't sure if that meant "Truenamers can cast each utterance once for free, and each additional time that the truenamer speaks that utterance, the DC increases by 2 permanently" or "The DC for a truename check increases by 2 for each success, however, it it reset at the end of the day."

Of course, it's sort of silly for me to assume the first conclusion, considering that you're fixing the Truenamer class.

Kyeudo
2010-07-07, 07:56 PM
I guess that means that I should throw in a few more words to clarify the point a little better.

Pechvarry
2010-07-07, 10:43 PM
Yo. While this is active again, I want to toss this out:

I see you've given them more utterances over the course of their career, but have you considered changing the rate at which they learn new levels? As is, they get 6th level Evolving Minds at the same level Sorcerers get 9th level spells. And they don't get their own 9th level spell equivalents (level 4 Perfected Maps) until 20.

My first idea would be: move Evolving Mind progression to that of a Bard (new level at 1st, 4th, 7th, 10th, 13th, and 16th). Delay Crafted Tool progression by a disgusting 2 levels but increase new level rate to every 3 levels as well -- so 5, 8, 11, 14, 17. Then Perfected Map could be changed to - yet again - another every-3-levels progression starting at 9 instead of 8. Thus, 9, 12, 15, 18. regrettably, this would require a reworking of the rate at which you learn new Perfect Map utterances. The overall effect would be delayed access to the additional types of utterances, but much quicker access to higher levels in the types you do have access to.

Kyeudo
2010-07-08, 01:26 AM
Well, your idea almost works out, but not quite. The LoEM progression is fits all the way from 1st to 18th, but then breaks down when options for 6th level LoEM utterances run out. Basically, a truenamer would always end up with all 5 currently existing 6th level utterances from the LoEM. (Yes, you could take lower level utterances, but why take a 5th level when you can take a 6th?)

The other two, if I keep the same every other level rate of new utterances, it gives two fewer utterances in both the LoCT and the LoPM. Increasing the rate would make it so that most truenamers would always learn both 5th level LoCT utterances by the end of their career or, worse, run out completely.