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Iituem
2007-02-17, 12:42 PM
Onomancy
There is a power in names. To give something a name is to define it, to limit it, to control it. All that is not without a name is everything or nothing. The old masters knew this power and wielded it to command the world and all its peoples, at least until the gods cast them down. Since then, such knowledge is all but lost. Of course, once something is named it cannot be unnamed. Even now there must be something left of the old arts...

Rather than creating a spell progression, I decided that the powers of Onomancy were above and beyond normal magic and that anyone with enough knowledge, even those not spellcasters, might find a way to benefit from its power. To that end, one does not need to be a spellcaster but simply have enough knowledge in Spellcraft to activate the powers.

All Onomancy powers are supernatural abilities and thus not subject to spell resistance but repressed in an antimagic field.




Organised by Progression


Bind Name
Prerequisites: Spellcraft 8 ranks, must know the target's true name
Benefits: Adds +2 to the DC for saving throws by the target against spells of the Abjuration school.
Special: Stacks with Spell Focus.

Banish Name
Prerequisites: Spellcraft 13 ranks, Bind Name, must know the target's true name
Benefits: Once per day the character may banish a touched creature whose true name he knows to the ends of the earth. He must speak their name when touching them. The touched creature must make a Will save against DC 15 + the character's Charisma modifier or be enveloped in an invisible bubble and flung away from him at incredible speeds. The creature travels in an arc, though buildings and permanent structures in the first 20ft may be damaged before the bubble gets high enough into the sky (the bubble propels creatures safely out of the way). The creature lands unharmed in a random location on the planet's surface (if the creature is land-dwelling, on land; if aquatic, in the sea) at least 101 miles from the character. If the creature makes its will save, the attempt is used up for the day.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Seal Name
Prerequisites: Spellcraft 18 ranks, Banish Name, Bind Name, must know the target's true name, must know the language of the True Words
Benefits: Once per day the character may seal a touched creature whose true name he knows, physically and magically. He must speak their name when touching them as part of a sentence in the language of the True Words. The touched creature must make a Will save against DC 18 + the character's Charisma modifier or suffer the effects of the sealing. Upon being sealed, the creature suffers a very localised silence effect, restricted solely to his vocal chords. This does not grant him any benefits in terms of moving silently or the like, but prohibits any sort of speech, spells with vocal components and any other voice-dependent effects. A field of localised deeper darkness then envelops the inside of his eyes (turning them dead black in appearance) and prohibits him from seeing in anything short of a direct daylight spell (which counters the effect while he is within its duration). The creature is then subject to an inverted minor glove of invulnerability, prohibiting him from casting any spells of 3rd level of lower. All three effects are permanent and cannot be dispelled except through a wish, miracle or disjunction, although they are temporarily suppressed within anitmagic fields. On a successful save, the creature suffers no ill effects and the attempt is wasted.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Forbid Name
Prerequisites: Spellcraft 23 ranks, Bind Name, Banish Name, Seal Name, must know the target's true name, must know the script of the True Words
Benefits: Once per day the character may forbid the true name of a touched creature. He must paint, carve or otherwise mark their true name in the script of the True Words upon some part of their body (usually the forehead) and then touch them. The touched creature must make a Will save against DC 19 + the character's Charisma modifier or immediately become imprisoned as per the spell. In addition, all mortals within the world from that point on (until the creature is somehow released) must make a Will save (against the same DC) to utter the creature's true name, even when not directly referencing it. Even if they succeed, they feel an unnatural aversion to speaking the name. The creature's true name must be spoken in combination with a freedom spell or similar effect at the site of forbidding in order to release it.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.




Invoke Name
Prerequisites: Spellcraft 8 ranks, must know the target's true name
Benefits: Adds +2 to the DC for saving throws by the target against spells of the Conjuration school.
Special: Stacks with Spell Focus.

Mark Name
Prerequisites: Spellcraft 13 ranks, Invoke Name, must know the target's true name
Benefits: The character may permanently mark a creature whose true name he knows. He must speak the creature's true name and touch it. The creature gets a Will save at DC 15 + the character's Charisma modifier to avoid being marked. On a successful save, the creature cannot be marked again for 24 hours. On a failed save, the creature receives a permanent but invisible mark (it can be detected with true seeing and removed by break enchantment or greater) where it was touched. From that point on, the character may concentrate to learn about the marked creature (regardless of its location). One round of concentration reveals its status as being alive or dead. The second round reveals any illnesses or other conditions it might be experiencing. The third round reveals its approximate health and injury. The fourth round reveals the plane, world and continent upon which it is. The fifth round reveals the approximate country and region. The sixth round narrows it down to a single town or other location. The seventh round reveals the building the creature is in or any notable landmarks close by. Eight rounds of concentration reveals if and how many other life forms are within 30ft of the creature (but no other information about them).
Special: This feat can be taken multiple times. Each additional time allows an additional creature to be marked.

Chain Name
Prerequisites: Spellcraft 18 ranks, Mark Name, Invoke Name, must know the target's true name, must know the language of the True Words
Benefits: Once per day the character may attempt to chain a captured creature whose true name he knows to perform a single service. He must have the creature physically restained and speak its true name in a sentence in the True Words. The creature must make a Will save against DC 18 + the character's Charisma modifier or become magically bound to the spot. It cannot escape by many means short of dimensional travel, unless somebody casts a disjunction, freedom spell, wish or miracle upon it. It may then make a Charisma check against DC 25 + the character's Charisma modifier to escape the magical bonds (though possibly not the mundane ones). It may retry its check once per day. A calling diagram may make the trap more secure.
The character may attempt to compel the creature to perform a service with an opposed Charisma check (bonuses may be given for offering rewards). The creature must explicitly agree to the service if it loses its Charisma check, after which it becomes compelled to perform the service and cannot take any negative action against the character until the service is completed, after which time it is released. On a failed attempt, a new offer or the same offer can be made one day later. Released creatures may well try to wreak revenge and suicidal or impossible demands are never agreed to.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Call Name
Prerequisites: Spellcraft 23 ranks, Chain Name, Mark Name, Invoke Name, must know the target's true name, must know the script of the True Words
Benefits: Once per day the character may call a creature whose true name he knows, regardless of its physical or planar location. He must have physically seen the creature or have at hand one of its possessions or a body part. He must scribe the creature's true name in the script of the True Words at the location he wishes it to appear in chalk, pen, scratchings or any other sort of marking and then speak its true name. Provided the called creature does not have more than 40 HD, the creature instantaneously appears on the written name, regardless of where in the universe it was before. The written name disappears. In addition, an attempt to Chain the creature's Name can be made immediately, even if it is not yet physically bound.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.




Find Name
Prerequisites: Spellcraft 8 ranks, must know the target's true name
Benefits: Adds +2 to the DC for saving throws by the target against spells of the Divination school.
Special: Stacks with Spell Focus.

Divine Name
Prerequisites: Spellcraft 13 ranks, Find Name
Benefits: Once per day the character may learn the true name of a creature within 60ft. The creature gets a Will save against DC 15 + the character's Charisma modifier to withold the name. On a successful save, the character does not learn the name and the attempt is used up.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Learn Name
Prerequisites: Spellcraft 18 ranks, Divine Name, Find Name, must know the target's true name, must know the language of the True Words
Benefits: Once per week the character may attempt to learn about a creature whose true name he knows. He must speak their name at the beginning of the process as part of a sentence in the language of the True Words. If he obtained the creature's name through Discern Name or has touched the creature, this process requires 1 hour of focus. If he obtained the creature's true name through some other source but has personally seen the creature before the process takes 8 hours. If he only knows the creature's true name and potentially some other facts to identify it unambiguously (such as a date of birth or one of its possessions at hand) the process takes 1 week. If only the creature's true name was known, the character learns very basic details about the creature's life and past that may possibly lead it to observe the creature in person. If the creature's name is known and the character has seen it, the character learns detailed knowledge about the creature's past, experience and abilities. If the creature's true name was obtained personally or the character has touched it, the character learns intimate knowledge about the creature in question.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per week.

Locate Name
Prerequisites: Spellcraft 23 ranks, Learn Name, Divine Name, Find Name, must know the target's true name, must know the script of the True Words
Benefits: Once per day the character may attempt to locate a creature whose true name he knows and has met in person at least once before. He must write this name in the script of the True Words (in dust, on paper, on stone, the medium does not matter). Without fail or any chance of detection or protection from scrying, the character knows the name of the character's location, community, county, country, continent and plane (as per the discern location spell). In additon, he gains a single snapshot of the creature's location from the creature's point of view (any illusions or deceptions the creature cannot see through, the character cannot see through either).
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.




Command Name
Prerequisites: Spellcraft 8 ranks, must know the target's true name
Benefits: Adds +2 to the DC for saving throws by the target against spells of the Enchantment school.
Special: Stacks with Spell Focus.

Charm Name
Prerequisites: Spellcraft 13 ranks, Command Name, must know the target's true name
Benefits: The character may charm a creature whose true name he knows. He must speak the creature's true name to it. The creature may make a Will save against DC 15 + the character's Charisma modifier to avoid being charmed. On a successful save, the creature is immune to the effect from the same source for 24 hours. On a failed save, the creature becomes permanently charmed as if by charm monster. The character may apply this charming effect to a new creature, but the old creature is then freed.
Special: This feat can be taken multiple times. Each additional time allows an extra creature to be affected.

Fragment Name
Prerequisites: Spellcraft 18 ranks, Fragment Name, Command Name, must know the target's true name, must know the language of the True Words
Benefits: Once per day the character may break the mind of a creature whose true name he knows. He must reveal some sort of secret to the creature whilst speaking its true name and in the language of the True Words. The creature may then make a Will save against DC 18 + the character's Charisma modifier to resist. On a failed save, the creature becomes insane, as per the spell.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Control Name
Prerequisites: Spellcraft 23 ranks, Fragment Name, Charm Name, Command Name, must know the target's true name, must know the script of the True Words
Benefits: The character may dominate a creature whose true name he knows. He must scribe his own true name in the script of the True Words onto the creature's skin whilst speaking its true name. The creature is allowed a Will save against DC 19 + the character's Charisma modifier to resist. On a successful save, it cannot be affected by the same effect from the same source for 24 hours. On a failed save, it becomes dominated by the character, as dominate person and can only be undone with a wish, miracle or disjunction. The character may attempt to dominate a new creature, but the old creature will be released on a success.
Special: This feat can be taken multiple times. Each additional time allows a new creature to be affected.




Shatter Name
Prerequisites: Spellcraft 8 ranks, must know the target's true name
Benefits: Adds +2 to the DC for saving throws by the target against spells of the Evocation school.
Special: Stacks with Spell Focus.

Speak Name
Prerequisites: Spellcraft 13 ranks, Shatter Name, must know the target's true name
Benefits: Once per day the character can speak a short message to any creature whose true name he knows. He must speak the creature's name, then a message of no more than twenty-five words. The creature instantly hears it, no mattter where in the universe it may be.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Strike Name
Prerequisites: Spellcraft 18 ranks, Speak Name, Shatter Name, must know the target's true name, must know the language of the True Words
Benefits: Once per day the character may briefly weaken a creature whose true name he knows against a single attack. The character must make the attack personally and must speak the creature's true name in an insult in the language of the True Words at the start of his turn (this is a free action). The creature gets a Will save against DC 18 + the character's Charisma modifier to resist. On a failed save, any physical attacks made by that character during that round or any one spell of 7th level or lower cast that round that does direct damage to the character has its damage doubled. Attacks made the next round are unaffected, as are spells cast the next round, although damaging spells cast on the insult round that have lingering effects remain affected.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Sunder Name
Prerequisites: Spellcraft 23 ranks, Strike Name, Speak Name, Shatter Name, must know the target's true name, must know the script of the True Words
Benefits: Once per day the character may sunder a creature whose true name he knows. The character must scribe the creature's true name in the script of the True Words upon a piece of slate, porcelain or some other fragile but persisting material and then shatter it. Scribing takes 1 full round, although shattering is a free action. If the creature is within 75ft when the written name is broken, it automatically takes 24d6 force damage as the creature's body attempts to shatter in exactly the same manner as the slate, although a Fortitude save against DC 19 + the character's Charisma modifier will halve this. If a full week is spent crafting a porcelain figurine in the approximate likeness of the creature with the true name scribed upon, the range increases to 300ft and the creature gets no save to reduce damage when it is shattered. Shattering a prepared figurine still counts as one use that day.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.




Deceive Name
Prerequisites: Spellcraft 8 ranks, must know the target's true name
Benefits: Adds +2 to the DC for saving throws by the target against spells of the Illusion school.
Special: Stacks with Spell Focus.

Conceal Name
Prerequisites: Spellcraft 13 ranks, Deceive Name, must know the target's true name
Benefits: The character may permanently conceal the true name of a single creature from any sort of scrying or divination, including Divine Name. The character must speak the creature's true name and touch it when conferring the obfuscation upon it. The creature is still free to tell people its true name if it wishes, as well as anyone else who already knows the creature's true name. This simply prevents it from being determined by magical means. The character may shift this benefit to a different creature by touching it and speaking its true name, although the former creature then loses the obfuscation of its true name. The creature must be willing.
Special: This feat can be taken multiple times. Each additional time allows an extra creature's name to be concealed.

Distort Name
Prerequisites: Spellcraft 18 ranks, Conceal Name, Deceive Name, must know the target's true name, must know the language of the True Words
Benefits: Three times per day the character may distort the perceptions or appearance of a creature or creatures whose true names he knows. The character must speak the creature or creatures' names in a sentence in the language of the True Words. The character may apply the effects of dream, nightmare, false vision, seeming, improve invisibility or phantasmal killer to a creature or multiple creatures whose true names he knows and speaks. In the case of dream and nightmare effects, the creature need not be at hand. For the other effects, the creature must be within 30ft. Effects affecting multiple creatures use up as many uses as creatures affected. The DC for saves is 18 + the character's Charisma modifier.
Special: This feat can be taken multiple times. Each additional time adds an extra three attempts per day.

Disguise Name
Prerequisites: Spellcraft 23 ranks, Distort Name, Conceal Name, Deceive Name, must know the target's true name, must know the script and language of the True Words
Benefits: The character may permanently disguise the true name and appearance of a creature whose true name he knows. He must disguise the creature as a different creature, one that he also knows the true name of and that he has made physical contact with at some point or possesses a body part of. The character must speak the target creature's true name in a sentence of the language of the True Words and then mark upon his body with ink, chalk, paint or any other method of scribing the true name of the creature he is to be disguised as in the script of the True Words. The creature must be willing.
The scribed name vanishes and the target creature takes on the appearance of the alternate creature as if by disguise self, except that this effect cannot be dispelled except by a disjunction and cannot be pierced by most divinations. True seeing will unmask the illusion, but only if the caster can beat an opposed Spellcraft check against the character. In this instance the creature would be revealed as himself, but with the scribed name still written on him. Any scrying or similar divinations will also reveal the creature to be the alternate creature and his apparent true name to be that of the alternate creature. Furthermore, any characters who try to target the creature with an effect that would require the creature's true name (assuming they know his true name) must succeed at an opposed Spellcraft check or the effect instead targets the alternate creature. On a successful check, the effect affects him normally.
This power does not change the character's true name; it only disguises it.
Special: This feat can be taken multiple times. Each additional time allows an extra creature to be disguised.




Silence Name
Prerequisites: Spellcraft 8 ranks, must know the target's true name
Benefits: Adds +2 to the DC for saving throws by the target against spells of the Necromancy school.
Special: Stacks with Spell Focus.

Corrupt Name
Prerequisites: Spellcraft 13 ranks, Silence Name, must know the target's true name
Benefits: Once per day the character may affect a creature as if by the contagion, enervation or fear spells, provided he knows its true name. He must speak the creature's true name and touch it. The save DC is 15 + the character's Charisma modifier.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Slay Name
Prerequisites: Spellcraft 18 ranks, Corrupt Name, Silence Name, must know the target's true name, must know the language of the True Words
Benefits: Once per day the character may kill a creature by speaking its true name. He must speak the name as part of a sentence in the language of the True Words and be within 60ft of the creature. The creature must take a Fortitude save to resist at a DC of 18 + the character's Charisma modifier or die instantly. On a successful save, the
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Assume Name
Prerequisites: Spellcraft 23 ranks, Slay Name, Corrupt Name, Silence Name, must know the target's true name, must know the script of the True Words
Benefits: Once per month the character may attempt to assume the name of a creature whose true name he knows. He must speak the creature's true name and scribe his own true name somewhere upon the creature's body in the script of the True Words and by some form of permanent marking. The character's soul then leaves his body and inhabits his written name as per the magic jar spell, his body appearing dead but actually remaining in a form of stasis without aging. He may then attempt to possess the creature, who gets a Will save at DC 19 + the character's Charisma modifier to resist.
On a successful save the character fails and must either wait to try again or, if his body is intact and within 300ft, may re-inhabit it. On a failed save the creature's soul is cast into the written name and the character inhabits the body as per the magic jar spell with one notable difference; the possession is permanent, so long as the written name remains on the creature's body. The name will not go away unless it is targeted by a deliberate freedom spell, even if it is cut from the body. Both of these effects will return the creature's soul to its body (unless the name has been cut out and moved more than 300ft from its body, in which case it dies) and the character's soul to its body (unless the body is not within 300ft of the written name, in which case it dies).
Attempts to target the character with his true name work as normal, but attempts to target the assumed creature with his true name automatically fail - the true creature is not there, but masked within the character's written name.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per month.




Alter Name
Prerequisites: Spellcraft 8 ranks, must know the target's true name
Benefits: Adds +2 to the DC for saving throws by the target against spells of the Transmutation school.
Special: Stacks with Spell Focus.

Transform Name
Prerequisites: Spellcraft 13 ranks, Alter Name, must know the target's true name
Benefits: Once per day the character may attempt to polymorph or bestow curse upon a creature as the spells, provided he knows its true name. He must speak the creature's true name and touch it. The DC for saves is 15 + the character's Charisma modifier. The character may decide whether polymorphs are permanent or last 8 hours. If the polymorph only lasts 8 hours, increase the save DC by 2.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Shape Name
Prerequisites: Spellcraft 18 ranks, Transform Name, Alter Name, must know the target's true name, must know the language of the True Words
Benefits: Once per day the character may disintegrate or turn to stone or flesh (as the spells) any creature whose true name he knows. He must be within 250ft of the creature and must speak the creature's true name in a sentence in the language of the True Words. The DC for saves is 18 + the character's Charisma modifier.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per day.

Change Name
Prerequisites: Spellcraft 23 ranks, Shape Name, Transform Name, Alter Name, must know the target's true name, must know the script of the True Words
Benefits: Once per week the character may permanently change the true name of a creature whose true name he knows. If the creature is unwilling, it gets a Will save to resist with a DC equal to 19 + the character's Charisma modifier. The character must speak the old true name and then scribe the new true name he wishes to give the creature upon the creature's form in ink, chalk, scars or any other method of marking and in the script of the True Words. The creature's true name then permanently alters to the new true name and the writing vanishes. Any attempts to use onomancy of any sort (save Divine Name) automatically fail if using the creature's old name. The creature's new true name must be learnt in order to use onomancy upon it. At the commencement of the effect, the character and the creature automatically know the new true name. Any being present whilst the new true name was being scribed who could read the script of the True Words would also know the new true name.
Special: This feat can be taken multiple times. Each additional time adds an extra attempt per week.

Neon Knight
2007-02-17, 12:44 PM
Flavor wise, these are awesome. Power wise, I don't have enough experience to judge.