Eurus
2013-01-06, 04:30 AM
Words have power -- this is a well-known concept, and can be seen in everything from the use of Draconic as the unofficial "language of magic", to Truenaming, Dark Speech, and the Power Word spells. But why should this idea be relegated to such niches? If language itself has such power, if words can shape magic and reality itself, why isn't it more obvious?
The following spread of feats and skills is designed to be accessible, in theory, to almost any character. It replaces, among other things, the Speak Language skill, and feats like Words of Creation/Dark Speech, and modifies spellcasting to some degree. It might have fluff conflicts with Truenaming, but should otherwise be comparable with most stuff.
Languages in common use:
The so-called "common tongue" is both the youngest and most widespread language in use today. It has many dialects and variations, some so far removed as to be nearly incomprehensible from each other, but all are lumped into the category of "common" by most planar linguists. These are languages born of necessity and convenience, pieced together from fragments of countless other tongues and occasionally invented wholesale. Perhaps fortunately, no mystic qualities of common speech have yet been discovered, perhaps due to its wide range of variation, constantly-changing corpus, or simple infancy. It is, however, the most useful by far for communicating with various groups.
Skill: Translation (Int)
Check: You can use context, nonverbal signals, and etymology to understand, translate, and communicate messages even in the absence of a shared language.
{table=head]Condition|DC
Parties speak different dialects of Common|10
Particularly isolated or obscure dialect|15
Translating between Common and root language like Elven or Dwarven|15
Archaic or dead language|20
Translating between two languages with distinct [br]and separate origins, like Dwarvish to Orcish|20
Extraplanar, utterly alien, or artificial (but still [br]self-consistent) language|25
Simple words and phrases only|-5
Ambiguous wording, colloquialisms, or terms with [br]no solid analogue|+5[/table]
[B]Action: Generally requires at least one minute of attempted communication. Can be attempted as a full-round action with a -10 penalty.
Try Again: Yes. You may even take 20, if both parties have the patience
Synergy: If you have 5 ranks in Diplomacy or Decipher Script, you gain a +2 bonus on Translate rolls. If you have 5 ranks in Translate, you gain a +2 bonus on Decipher Script rolls.
Special: All characters know and are fluent in at least one dialect of Common, and up to one racial tongue for each point of intelligence modifier they possess at level 1. Extraplanar and dead languages may not be "known" in this sense, which represents fluent conversational ability.
Language and Magic:
The vast majority of spells require some kind of incantation, but the exact words used aren't always consistent. There are, in a sense, many routes to the same effect. An orcish priest will use vastly different prayers than a halfling bard, even when both are casting cure light wounds. While countless variations exist for every spell, those who study the languages of power can learn to alter their magic by drawing on the unique qualities of different tongues.
Ancient tongues:
Most communities are racially diverse nowadays, and Common is used for convenience, but the older tongues still survive and see plenty of use. To the best estimates of scholars, most known racial languages -- Halfling, Orc, Goblin, Giant -- stem from one or more of about three separate root languages, believed to have both developed during the same era. Two of these theoretical "grandfather tongues" are most similar to what we think of today as Elvish and Dwarvish, perhaps for good reason, as both races possess communities known for their long lifespans and sense of tradition and would likely see less linguistic drift. The third is believed to be the ancestor of the Orcish and Goblin tongues, but is vastly different from the modern expressions of those languages. Elements of it still see use in some places, such as Orcish religious rites and ancient Hobgoblin records, and painstaking research has reconstructed most of it.
But even modern Elvish isn't identical to "old Elvish", and it's entirely possible that "old Elvish" wasn't originally developed by Elves at all (although they tend to take offense to that suggestion). But it's close enough to stir up echoes, and some scholars have pieced together what they believe to be very close to the original languages.
Feat: Earthtongue Scholar
Prerequisites: Translate or Decipher Script 6 ranks
Benefit: You have studied, and can at least approximate, the ancient roots of the Dwarvish language. You gain a +5 bonus to Decipher Script checks when working with any language related to Dwarvish, such as Gnomish and Giant. You also gain a +2 on social interactions made with most Dwarves, thanks to a better understanding of cultural context.
More importantly, you can use your mastery of this language to enhance your spellcasting. The powerful syllables and steady chants used make it easier to focus, and even lend durability to the magic itself. They tend to echo unnaturally well, and resonate even through stone walls.
Chanting a spell in this way extends its casting time to at least one full-round action, if it was less, and adds a verbal component if it didn't already possess one (or had one removed through metamagic). You gain a +4 bonus to any concentration checks made during or as a result of the casting, and any attempts to counter the effect take a -2 penalty. If the spell has a duration or casting time greater than instantaneous, you may continue chanting to prolong the bonus on concentration checks and apply a +2 bonus to the difficulty of dispelling the effect while you continue the chant.
Feat: Skytongue Scholar
Prerequisites: Translate or Decipher Script 6 ranks
Benefit: You have studied, and can at least approximate, the ancient roots of the Elvish language. You gain a +5 bonus to Decipher Script checks when working with any language related to Elvish, such as Halfling. You also gain a +2 on social interactions made with most Elves, thanks to a better understanding of cultural context.
More importantly, you can use your mastery of this language to enhance your spellcasting. Old-Elvish spells are almost sung rather than spoken, taking on an inherently melodious and beautiful quality from even the roughest voice. They can soothe or even captivate listeners.
Chanting a spell in this way extends its casting time to at least one full-round action, if it was less, and adds a verbal component if it didn't already possess one (or had one removed through metamagic). Creatures that can see and hear you cast find their attention gripped by the display, becoming fascinated for one round if they fail a Will save (equal to the spell's normal DC).
If the spell has a duration or casting time longer than instantaneous, you may continue singing to prolong the fascination, although creatures affected this way get a new save every minute. Obviously, a creature cannot be fascinated if it's currently being threatened, and any sign of hostility immediately frees it, but even creatures who make their save or can't be fascinated still take a -4 penalty to spot and listen checks as they struggle with the distraction.
Feat: Night-tongue Scholar
Prerequisites: Translate or Decipher Script 6 ranks; or 6 ranks in Knowledge: Religion and a cleric of an appropriate racial deity like Gruumsh or Maglubiyet.
Benefit: You have studied, and can at least approximate, the ancient roots of the Orcish and Goblin languages. You gain a +5 bonus to Decipher Script checks when working with such languages. You also gain a +2 on social interactions made with most orcs and goblinoids, thanks to a better understanding of cultural context.
More importantly, you can use your mastery of this language to enhance your spellcasting. Your roared or shrieked prayers and curses efficiently strike fear and revulsion into the hearts of your enemies.
Chanting a spell in this way extends its casting time to at least one full-round action, if it was less, and adds a verbal component if it didn't already possess one (or had one removed through metamagic). Enemies that can see and hear you cast are shaken for one round unless they make a Will save (DC equal to the spell's normal save).
If the spell has a duration or casting time longer than instantaneous, you may continue your vocalizations to prolong the condition. This feat will not escalate an existing fear condition past shaken.
Mystic Tongues:
There are more denizens of this world than us mere mortals, and we should not forget to note them here. For our purposes, we are mainly concerned with the faerie kingdoms, and the primaeval dragons. Both are powerfully magical creatures, able to work greater feats through their nature alone than most mortal sages could ever aspire to.
The language of the fae is said to be a closely-guarded secret, known to only a few. But those with the knack, they say, can command dumb beasts and even speak to the trees. It has great power over the natural world, although whether this power exists harmoniously or as a gross perversion is a controversy among various druidic groups.
If the language of fae is secret, the draconic tongue is legendary. Any arcanist worth the title will acknowledge the effortless mastery of magic that dragonkind has displayed for ages, and their mysterious language is surely either the source or a by-product of this power. While among dragons it serves as a perfectly functional language, most scholars are interested in it only for the power it can unleash when used in a spell.
Feat: Dragontongue Scholar
Feat: Faetongue Scholar
Work in progress.
The following spread of feats and skills is designed to be accessible, in theory, to almost any character. It replaces, among other things, the Speak Language skill, and feats like Words of Creation/Dark Speech, and modifies spellcasting to some degree. It might have fluff conflicts with Truenaming, but should otherwise be comparable with most stuff.
Languages in common use:
The so-called "common tongue" is both the youngest and most widespread language in use today. It has many dialects and variations, some so far removed as to be nearly incomprehensible from each other, but all are lumped into the category of "common" by most planar linguists. These are languages born of necessity and convenience, pieced together from fragments of countless other tongues and occasionally invented wholesale. Perhaps fortunately, no mystic qualities of common speech have yet been discovered, perhaps due to its wide range of variation, constantly-changing corpus, or simple infancy. It is, however, the most useful by far for communicating with various groups.
Skill: Translation (Int)
Check: You can use context, nonverbal signals, and etymology to understand, translate, and communicate messages even in the absence of a shared language.
{table=head]Condition|DC
Parties speak different dialects of Common|10
Particularly isolated or obscure dialect|15
Translating between Common and root language like Elven or Dwarven|15
Archaic or dead language|20
Translating between two languages with distinct [br]and separate origins, like Dwarvish to Orcish|20
Extraplanar, utterly alien, or artificial (but still [br]self-consistent) language|25
Simple words and phrases only|-5
Ambiguous wording, colloquialisms, or terms with [br]no solid analogue|+5[/table]
[B]Action: Generally requires at least one minute of attempted communication. Can be attempted as a full-round action with a -10 penalty.
Try Again: Yes. You may even take 20, if both parties have the patience
Synergy: If you have 5 ranks in Diplomacy or Decipher Script, you gain a +2 bonus on Translate rolls. If you have 5 ranks in Translate, you gain a +2 bonus on Decipher Script rolls.
Special: All characters know and are fluent in at least one dialect of Common, and up to one racial tongue for each point of intelligence modifier they possess at level 1. Extraplanar and dead languages may not be "known" in this sense, which represents fluent conversational ability.
Language and Magic:
The vast majority of spells require some kind of incantation, but the exact words used aren't always consistent. There are, in a sense, many routes to the same effect. An orcish priest will use vastly different prayers than a halfling bard, even when both are casting cure light wounds. While countless variations exist for every spell, those who study the languages of power can learn to alter their magic by drawing on the unique qualities of different tongues.
Ancient tongues:
Most communities are racially diverse nowadays, and Common is used for convenience, but the older tongues still survive and see plenty of use. To the best estimates of scholars, most known racial languages -- Halfling, Orc, Goblin, Giant -- stem from one or more of about three separate root languages, believed to have both developed during the same era. Two of these theoretical "grandfather tongues" are most similar to what we think of today as Elvish and Dwarvish, perhaps for good reason, as both races possess communities known for their long lifespans and sense of tradition and would likely see less linguistic drift. The third is believed to be the ancestor of the Orcish and Goblin tongues, but is vastly different from the modern expressions of those languages. Elements of it still see use in some places, such as Orcish religious rites and ancient Hobgoblin records, and painstaking research has reconstructed most of it.
But even modern Elvish isn't identical to "old Elvish", and it's entirely possible that "old Elvish" wasn't originally developed by Elves at all (although they tend to take offense to that suggestion). But it's close enough to stir up echoes, and some scholars have pieced together what they believe to be very close to the original languages.
Feat: Earthtongue Scholar
Prerequisites: Translate or Decipher Script 6 ranks
Benefit: You have studied, and can at least approximate, the ancient roots of the Dwarvish language. You gain a +5 bonus to Decipher Script checks when working with any language related to Dwarvish, such as Gnomish and Giant. You also gain a +2 on social interactions made with most Dwarves, thanks to a better understanding of cultural context.
More importantly, you can use your mastery of this language to enhance your spellcasting. The powerful syllables and steady chants used make it easier to focus, and even lend durability to the magic itself. They tend to echo unnaturally well, and resonate even through stone walls.
Chanting a spell in this way extends its casting time to at least one full-round action, if it was less, and adds a verbal component if it didn't already possess one (or had one removed through metamagic). You gain a +4 bonus to any concentration checks made during or as a result of the casting, and any attempts to counter the effect take a -2 penalty. If the spell has a duration or casting time greater than instantaneous, you may continue chanting to prolong the bonus on concentration checks and apply a +2 bonus to the difficulty of dispelling the effect while you continue the chant.
Feat: Skytongue Scholar
Prerequisites: Translate or Decipher Script 6 ranks
Benefit: You have studied, and can at least approximate, the ancient roots of the Elvish language. You gain a +5 bonus to Decipher Script checks when working with any language related to Elvish, such as Halfling. You also gain a +2 on social interactions made with most Elves, thanks to a better understanding of cultural context.
More importantly, you can use your mastery of this language to enhance your spellcasting. Old-Elvish spells are almost sung rather than spoken, taking on an inherently melodious and beautiful quality from even the roughest voice. They can soothe or even captivate listeners.
Chanting a spell in this way extends its casting time to at least one full-round action, if it was less, and adds a verbal component if it didn't already possess one (or had one removed through metamagic). Creatures that can see and hear you cast find their attention gripped by the display, becoming fascinated for one round if they fail a Will save (equal to the spell's normal DC).
If the spell has a duration or casting time longer than instantaneous, you may continue singing to prolong the fascination, although creatures affected this way get a new save every minute. Obviously, a creature cannot be fascinated if it's currently being threatened, and any sign of hostility immediately frees it, but even creatures who make their save or can't be fascinated still take a -4 penalty to spot and listen checks as they struggle with the distraction.
Feat: Night-tongue Scholar
Prerequisites: Translate or Decipher Script 6 ranks; or 6 ranks in Knowledge: Religion and a cleric of an appropriate racial deity like Gruumsh or Maglubiyet.
Benefit: You have studied, and can at least approximate, the ancient roots of the Orcish and Goblin languages. You gain a +5 bonus to Decipher Script checks when working with such languages. You also gain a +2 on social interactions made with most orcs and goblinoids, thanks to a better understanding of cultural context.
More importantly, you can use your mastery of this language to enhance your spellcasting. Your roared or shrieked prayers and curses efficiently strike fear and revulsion into the hearts of your enemies.
Chanting a spell in this way extends its casting time to at least one full-round action, if it was less, and adds a verbal component if it didn't already possess one (or had one removed through metamagic). Enemies that can see and hear you cast are shaken for one round unless they make a Will save (DC equal to the spell's normal save).
If the spell has a duration or casting time longer than instantaneous, you may continue your vocalizations to prolong the condition. This feat will not escalate an existing fear condition past shaken.
Mystic Tongues:
There are more denizens of this world than us mere mortals, and we should not forget to note them here. For our purposes, we are mainly concerned with the faerie kingdoms, and the primaeval dragons. Both are powerfully magical creatures, able to work greater feats through their nature alone than most mortal sages could ever aspire to.
The language of the fae is said to be a closely-guarded secret, known to only a few. But those with the knack, they say, can command dumb beasts and even speak to the trees. It has great power over the natural world, although whether this power exists harmoniously or as a gross perversion is a controversy among various druidic groups.
If the language of fae is secret, the draconic tongue is legendary. Any arcanist worth the title will acknowledge the effortless mastery of magic that dragonkind has displayed for ages, and their mysterious language is surely either the source or a by-product of this power. While among dragons it serves as a perfectly functional language, most scholars are interested in it only for the power it can unleash when used in a spell.
Feat: Dragontongue Scholar
Feat: Faetongue Scholar
Work in progress.