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Truename Magic: The Way Words Work
Truename Magic: The Way Words Work
Magic
The Way Words Work
(or, Truenaming that doesn't make me cry myself to sleep at night)
The original Truenaming concept, under the D20 rule system, is property of Wizards of
the Coast. It can be found in the Tome of Magic.
The Truenaming concept in this document is developed by Kellus (and culprits) and
can be found here: http://www.giantitp.com/forums/showthread.php?t=90961
This document was compiled and edited by Evincar.
Incantations
So you’re probably thinking, “Kellus,
you handsome devil! Utterances have
an hp limit on what they can effect!
Doesn’t this mean that I, a full
caster, am useless against enemies
with oodles of health?!”
The answer is no. Utterances are the
most powerful weapons in your
arsenal, but they’re not the only
thing you got going for you. When an
enemy is too strong (at the moment)
to target with an utterance, you can
use incantations to target him
Absolute Limit for Racial Hit Dice indirectly. This can include
Monsters that use truenaming have launching projectiles at him, altering
an absolute limit for their the terrain to your advantage, or
vocalizations based on their hit dice other such effects that don’t target
and type. At every racial hit die, such your enemy directly.
monsters gain a bonus to their Now of course you’re thinking, “what
absolute limit as shown on the about that stupid law of resistance
following chart (minimum +1). from the Tome of Magic? Remember,
the arbitrary mechanic where words
get harder to say as you say them
more often? What about that?”
The happy news is that the Law of voluntarily increase the DC of the
Resistance (and the Law of Sequence, check in order to gain a better effect.
for that matter) is gone. Yes, this This is sort of like psionic
means at-will abilities, if you can augmentation. The key thing here is
make the skill checks. that when augmenting a truespeak
effect, you can only increase the
Truespeak DC by an amount equal to
your truenamer level. Everybody get
Recitations
that?
Recitations are sort of similar to
You can only increase the Truespeak
stances from the Tome of Battle,
DC to use a truespeak effect by an
except different. The idea behind a
amount equal to or less than your
recitation is that you’re repeating
truenamer level.
your own truename with a different
cadence, altering yourself. Like all You decide if you want to augment
truename effects, a recitation can be an effect before you use it. Thus, you
activated with a move action, and set the DC before you make the
typically provides a defensive or check, increasing its power to a risk
otherwise helpful effect so long as level that you feel comfortable with.
you maintain it. Now here’s the Every truespeak effect has a specific
catch: you can maintain a recitation way to augment it, but all utterances
as only a swift action every round, share one common augment:
but while you’ve got a recitation
going you can’t use truenaming! Yes, • For every +1 modifier applied to
that means you give up your most the DC in this way, the absolute limit
powerful class feature for the for this one utterance is increased by
duration of the effect. 1.
The Lexeme
The lexeme takes a different much more focused than a
approach to truenaming than a truenamer’s, it’s also more variable
conventional truenamer. Instead of and potent.
even trying to grasp the subtleties Lexemes record vocalizations in a
and underpinnings of the true glossary, a book they carry around
language, she is only interested in that they must study before being
what words she needs to say to make able to recite passages of truespeech.
something happen. A lexeme In many ways, lexemes and
develops a near-photographic mind truenamers are as wizards and
as she commits enormous passages of sorcerers. They both tap into the
truespeak, along with other trivia, same source of power, but do so in an
facts, and figures to memory. As entirely different way.
such, while a lexeme’s vocabulary is
Alignment: Any.
Hit Die: d4.
Skill Points at 1st Level: (2 +
Int modifier) x 4.
Skill Points at Each Additional
Level: 2 + Int modifier.
Absolute Limit Increase at
Each Level: 2 + Int modifier.
Class Skills: The lexeme's class
skills (and the key ability for
each skill) are Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all)
(Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).
Unique Unique
Level BAB Fort Ref Will Special Utterances Incantations
per Day per Day
Utterances by level
Level 1 Level 4
• Phrase of Speed • Phrase of Flight
• Phrase of Vigor • Phrase of Teleportation
• Syllable of Entropy • Syllable of Cleansing
• Syllable of Pain • Syllable of the Minotaur
• Word of Battle • Word of Precision
• Word of Defense • Word of Temporal Acuity
Level 2 Level 5
• Phrase of Balance • Phrase of Bombardment
• Phrase of Fear • Phrase of Spirits
• Syllable of Affliction • Syllable of Temporal Displacement
• Syllable of Lightning • Syllable of Tesseract
• Word of Combustion • Word of Mental Fatigue
• Word of Drowning • Word of Wizardly Woe
Level 3 Level 6
• Phrase of Perfection • Phrase of Domination
• Phrase of Wrestling • Phrase of Temporal Acceleration
• Syllable of Confusion • Syllable of Death
• Syllable of Swiftness • Syllable of Soul Entrapment
• Word of Dragons • Word of Conjunctive Action
• Word of Stone • Word of the Two Fates
The Utterances
Phrase of Balance Augmentation (reverse): For every +4
modifier applied to the DC, the
Utterance 2 energy resistance granted increases
by 5. Alternatively, by increasing the
Base DC: 18
DC by 20, the target gains immunity
Duration: 5 rounds to the specified energy types.
Normal: The target receives a +4 d6 Roll Energy Type
truespeak bonus to avoid being bull 1 Fire
rushed or tripped while standing on 2 Cold
the ground. 3 Acid
Reverse: The target takes a -4 4 Electricity
truespeak penalty to avoid being bull 5 Sonic
rushed or tripped while standing on Target takes 1.5x as much damage
the ground. from the attack this round; roll
6
again to determine energy type,
Augmentation (normal): By ignoring further 6s.
increasing the DC by 10, the target
can immediately stand up from a Phrase of Domination
prone position without using an
action. The target still receives the Utterance 6
normal bonus from this utterance. Base DC: 42
Augmentation (reverse): By Duration: 5 rounds
increasing the DC by 10, the target
Normal: The target must succeed on
falls prone. The target still receives
an opposed Will save against you
the normal penalty from this
each round. If you succeed, you may
utterance.
choose the target’s actions for that
Phrase of Bombardment round.
Reverse: The target is freed from any
Utterance 5 kind of mental domination or
Base DC: 34 influence for the duration of this
effect.
Duration: 5 rounds
Augmentation (normal): For every +5
Normal: The target takes 10 damage
modifier applied to the DC, the
each round of a random energy type,
duration of this effect is increased by
as shown on the chart below (rolled
1 round.
randomly each round).
Augmentation (reverse): For every +5
Reverse: The target gains resistance
modifier applied to the DC, the
5 against one of the following energy
duration of this effect is increased by
types: fire, cold, acid, electricity, or
1 round.
sonic.
Special: You may only have one
Augmentation (normal): For every +6
target at a time under the influence
modifier applied to the DC, the
of the normal version of this
damage each round increases by 5.
utterance.
Phrase of Fear by 1 round. Alternatively, for every
+5 modifier to the DC, you can
Utterance 2 increase the fly speed granted by 1/2
Base DC: 22 the target's base land speed (rounded
down to the nearest 5ft. increment).
Duration: 5 rounds
Finally, for every +2 modifier applied
Normal: The fear of the target to the DC, you can alternatively
improves by one step (normal to choose to increase the
shaken, shaken to frightened, maneuverability granted by 1 stage
frightened to panicked). up to a maximum of perfect.
Reverse: The fear of the target is Augmentation (reverse): For every +4
reduced by one step (panicked to modifier applied to the DC, the
frightened, frightened to shaken, duration of this utterance improves
shaken to normal). by 1 round. Alternatively, by
Augmentation (normal): By increasing the DC by 10, you can
increasing the DC by 13, you may negate any effects which would slow
increase the fear of the target by 2 the creature while falling such as the
steps. slow fall class feature or the feather
fall spell.
Augmentation (reverse): By
increasing the DC by 13, you may Phrase of Perfection
decrease the fear of the target by 2
steps. Utterance 3
Reverse: The target loses any method Augmentation (reverse): For every +3
of flight, whatever the source. The modifier applied to the DC, you may
effect is not dispelled or removed, increase the penalty applied by this
merely suppressed for the duration of effect by -1.
the utterance. The target Special: A target may only benefit
immediately begins to fall if in the from one use of this utterance at a
air. time, even if you target a different
Augmentation (normal): For every +4 ability score.
modifier applied to the DC, the
duration of this utterance improves
Phrase of Speed Phrase of Teleportation
Utterance 1 Utterance 4
Base DC: 14 Base DC: 32
Duration: 5 rounds Duration: 5 rounds
Normal: The target receives a +10ft. Normal: The target may use a swift
truespeak bonus to all forms of action for each round of the duration
movement. to teleport up to 15ft (as the
Reverse: The target takes a -10ft. dimension door spell).
truespeak penalty to all forms of Reverse: The target cannot use
movement, to a minimum of 5ft. conventional teleportation of any
kind.
Augmentation (normal): For every +4
modifier applied to the DC, the speed Augmentation (normal): For every +5
increase granted by this utterance modifier applied to the DC, the
improves by 5ft. distance the target can teleport each
round increases by 5ft.
Augmentation (reverse): For every +4
modifier applied to the DC, the speed Augmentation (reverse): By
penalty applied by this utterance increasing the DC by 15, the target
improves by 5ft. cannot use planar travel, either.
Reverse: If the target is petrified, the Normal: The target may roll two dice
effect is suppressed. for every die they would normally roll
during the duration of this effect, and Normal: The target’s caster level
select whichever result they prefer. takes a -2 truespeak penalty, and it
must make a Concentration check
Reverse: The target must roll two
against the result of your Truespeak
dice for every die they would
check used to activate this utterance
normally roll during the duration of
in order to cast a spell while this
this effect, and you may select
effect persists.
whichever result you prefer.
Reverse: The target gains a
Augmentation (normal): For every
temporary +2 truespeak bonus to its
+10 modifier applied to the DC, the
caster level, and doesn’t need to
duration of this effect improves by 1
make a Concentration check to cast
round.
spells while this effect persists.
Augmentation (reverse): For every
Augmentation (normal): For every +6
+10 modifier applied to the DC, the
modifier applied to the DC, the
duration of this effect improves by 1
duration of this effect improves by 1
round.
round.
Word of Wizardly Woe Augmentation (reverse): For every +6
modifier applied to the DC, the
Utterance 5
duration of this effect improves by 1
Base DC: 35 round.
Duration: 1 round
Incantations
Incantations act very much like utterances, but don’t target creatures. Instead
they target items, the environment, or otherwise indirectly affect combat.
It’s also worth noting here again that you can’t increase the DC of any truespeak
effect by more than your truenamer level.
Incantations by level
Level 1 Level 3
• Harden the Metal • Break the Sword
• Move the Arrow • Open the Way
• Purify the Food • Shroud the Earth
• Slick the Surface • View the Secret
Level 2 Level 4
• Heat the Metal • Dissolve the Bonds
• Sharpen the Blade • Move the Token
• Sully the Unseen • Seize the Item
• Swallow the Light • Transmute the Iron
Level 5 Level 6
• Empower the Potion • Call the Wind
• Flip the Ground • Rebuild the Dweomer
• Foil the Senses • Rewrite the World
• Stiffen the Air • Unhinge the Earth
The Incantations
Break the Sword Normal: This incantation causes an
enormous blast of wind to strike in
Incantation 3 an area 100ft. in radius centered
around you. You may choose the
Base DC: 22
direction the wind comes from. The
Duration: Instantaneous wind is travelling at 50 mph and
Normal: This incantation breaks a thus is classed as severe. If there is
nonmagical weapon of a hardness of existing wind, it combines additively
10 or less as if it had been sundered. with your windstorm’s speed as long
as you use the same direction.
Reverse: This incantation repairs a Otherwise, its speed is subtracted
weapon of a hardness of 10 or less from the speed of your wind. You are
that has been sundered. All of the immune to the effects of your own
pieces must be present to remake the wind.
weapon. This ability works on
magical weapons as well, but does Reverse: When reversed, this
not replenish any used magical incantation slows all wind in an area
abilities the weapon may possess. 100ft. in radius centered around you
by 10 mph.
Augmentation (normal): For every +1
modifier applied to the DC, the Augmentation (normal): For every +1
maximum hardness of a weapon modifier applied to the DC, the speed
targeted by this effect improves by 1. of your wind increases by 10 mph.
Alternatively, if you increase the DC Augmentation (reverse): For every +1
by 10, you may attempt to sunder a modifier applied to the DC, the speed
magical weapon by succeeding on a of the wind in the area decreases by
truenamer level check against its an additional 10 mph.
caster level.
Dissolve the Bonds
Augmentation (reverse): For every +1
modifier applied to the DC, the Incantation 4
maximum hardness of a weapon
Base DC: 26
targeted by this effect improves by 1.
Duration: Instantaneous
Call the Wind
Normal: This incantation removes
Incantation 6 bonds, whether natural or magical in
nature. If physical, they simply slide
Base DC: 40
off the target, while they simply
Duration: 1 round
dissolve if they are magical. Any during the duration of this effect, the
restraining effect subject to freedom spell is modified by your metamagic
of movement is applicable to this effect.
incantation. While this removes the Reverse: This incantation depletes
bonds on the target, it does not the power of a magic item. It targets
remove the spell itself. For example, a charged item such as a wand or
it removes the restrictions of an staff, and destroys 1d6 charges
entangle spell on the target, but it stored in it.
does not end the spell or prevent the
target from being caught by the vines Augmentation (normal): For every +7
again. modifier applied to the DC, this level
of spell adjustment you can apply
Reverse: This incantation conjures with metamagic increases by 1. You
conventional ropes which are used to can apply multiple metamagic
bind the target. You may substitute effects, so long as the combined spell
your Truespeak check made to use level adjustment does not exceed the
this incantation as the Use Rope total provided by this effect.
check made to tie the knots. If the
bonds are removed, the ropes vanish. Augmentation (reverse): For every +5
This is a finicky application of the modifier applied to the DC, you
utterance, and the target cannot be destroy an additional 1d6 charges.
moving for it to work. Thus, it is
Flip the Ground
useless against most targets in
combat, although is still effective Incantation 5
against a pinned creature.
Base DC: 32
Augmentation (normal): For every +4
modifier applied to the DC, this effect Duration: 5 rounds
can target 1 additional being. Normal: This incantation causes
Augmentation (reverse): For every +2 gravity to reverse in a cylinder 5ft. in
modifier applied to the DC, you gain radius and 20ft. in height centered
a +1 competence bonus on the around a point of your choice.
equivalent Use Rope check made to Everything in the area is affected as
tie the ropes. if by reverse gravity.
Reverse: When reversed, this
Empower the Potion
incantation doubles the weight of all
Incantation 5 items and beings in a cylinder 10ft.
in radius and 10ft. in height centered
Base DC: 30 around a point of your choice. They
Duration: 1 round return to their normal weight if they
leave the area before the duration
Normal: The name of this ends.
incantation is misleading; it can
target any magical item with a spell Augmentation (normal): For every +6
stored in it, including potions, wands, modifier applied to the DC, you can
scrolls, and similar items. You may increase the radius of the cylinder by
apply any metamagic effect with a +1 5ft. Alternatively, for every +3
spell adjustment level to the spell modifier applied to the DC, you can
stored within it. If the item is used increase the height of the cylinder by
5ft. Finally, for every +4 modifier penalty applied by this effect
applied to the DC, the duration of the improves by +1.
effect increases by 1 round.
Harden the Metal
Augmentation (reverse): For every +5
modifier applied to the DC, you can Incantation 1
increase the radius of the cylinder by
Base DC: 14
5ft. Alternatively, for every +2
modifier applied to the DC, you can Duration: 5 rounds
increase the height of the cylinder by Normal: This incantation improves
5ft. Finally, for every +4 modifier the hardness of one piece of
applied to the DC, the duration of the equipment by 5.
effect increases by 1 round.
Reverse: This incantation reduces
Foil the Senses the hardness of one piece of
equipment by 5.
Incantation 5
Augmentation (normal): For every +6
Base DC: 28 modifier applied to the DC, the
Duration: 5 rounds increase in hardness improves by 5.
Normal: The environment becomes Augmentation (reverse): For every +6
blurry and hard to focus on. Anybody modifier applied to the DC, the
within 50ft. of you gains a +5 reduction in hardness improves by 5.
truespeak bonus to Hide and Move
Heat the Metal
Silently skill checks as the
environment becomes easier to sneak Incantation 2
around in. This is a very subtle
change, and requires a Spot check Base DC: 19
against your Truespeak check to Duration: 7 rounds
notice the difference in the
Normal: This incantation acts as the
environment.
heat metal spell, albeit with
Reverse: The environment stands out truespeak characteristics (i.e. no
in sharp relief to anyone trying to range restriction, no saving throw,
hide. Anybody within 50ft. of you etc.)
takes a -5 truespeak penalty to Hide
Reverse: This incantation acts as the
and Move Silently skill checks. In
addition, nobody in this area can
chill metal spell, albeit with
truespeak characteristics (i.e. no
gain concealment from a terrain
range restriction, no saving throw,
feature so long as this effect persists.
etc.)
This is a very subtle change, and
requires a Spot check against your Augmentation (normal): For every +2
Truespeak check to notice the modifier applied to the DC, the fire
difference in the environment. damage inflicted by the effect
improves by 1d4.
Augmentation (normal): For every +2
modifier applied to the DC, the bonus Augmentation (reverse): For every +2
granted by this effect improves by +1. modifier applied to the DC, the cold
damage inflicted by the effect
Augmentation (reverse): For every +2
improves by 1d4.
modifier applied to the DC, the
Move the Arrow radius of 10ft. Anybody attempting a
teleportation effect from within that
Incantation 1 area must make a caster level check
Base DC: 13 against a DC of 10 + your truenamer
level or the effect fails.
Duration: 1 round
Augmentation (normal): For every +1
Normal: While this effect lasts, you
modifier applied to the DC, the
may use an immediate action to add
maximum weight of the object
a +2 competence bonus to a ranged
increases by 5 lb. Alternatively, for
weapon attack roll.
every +1 modifier applied to the DC,
Reverse: You gain a +2 deflection the maximum distance you can
bonus to AC against ranged weapons. teleport it increases by 10ft.
Augmentation (normal): For every +2 Augmentation (reverse): For every +3
modifier applied to the DC, the modifier applied to the DC, you can
competence bonus granted by this increase the radius of the effect by
effect improves by +1. Alternatively, 5ft. Alternatively, for every +1
for every +4 modifier applied to the modifier applied to the DC, the DC to
DC, the duration of the effect resist the effect increases by 1.
improves by 1 round.
Open the Way
Augmentation (reverse): For every +2
modifier applied to the DC, the bonus Incantation 3
to AC granted by this effect improves
Base DC: 23
by +1. Alternatively, for every +4
modifier applied to the DC, the Duration: 5 rounds
duration of the effect improves by 1 Normal: This incantation creates a
round. passageway through a solid object
Move the Token that is no more than 5ft. thick. The
passageway is large enough for a
Incantation 4 single Medium-sized person at a time
to move through it.
Base DC: 27
Reverse: This incantation removes a
Duration: Instantaneous or 5 rounds
single passageway by filling it in
(reverse)
with material similar to the area
Normal: This incantation teleports around it. For example, if it is a
an unattended nonmagical object doorway through a stone wall, the
weighing up to 10 lb up to 10ft. in a doorway is filled with stone of the
direction of your choice. You may not same thickness as the wall around it.
imbed the object in living matter,
Augmentation (normal): For every +6
although if you choose to place it in a
modifier applied to the DC, this effect
solid object, it is shunted to the
can target an object 5ft. thicker than
nearest available space and takes
normal.
1d6 points of damage (penetrating
hardness) per 5ft. shunted. Augmentation (reverse): For every +4
modifier applied to the DC, the
Reverse: When reversed, this
duration of this effect improves by 1
incantation stops teleportation
round.
effects in an area around you with a
Purify the Food stored in it. This incantation will
work on any item short of an artifact,
Incantation 1 although a single magic item can
Base DC: 11 only be affected once in any given 24-
hour period.
Duration: Instantaneous
Reverse: This incantation targets a
Normal: This incantation removes
magic item with a spell stored in it,
poison from a specified food. It can
such as a potion, wand or scroll.
target one normal portion sufficient
Staffs are not valid targets, as they
for a single person with each use. It
don't actually store a spell in them.
can only remove the poison if the
The item is subsumed as if the spell
Fortitude save DC of the poison is
stored in it had been cast. If it has
less than the Truespeak check made
charges, it loses 1d10 charges. This
to speak this incantation. This
incantation will work on any item
incantation cannot remove magical
short of an artifact, although a single
poisons. It also renders the food
magic item can only be affected once
almost entirely flavorless.
in any given 24-hour period.
Reverse: When reversed, this
Augmentation (normal): This
incantation makes a portion of food
incantation cannot be augmented.
taste delicious, enhancing its normal
flavor. This also helps mask any Augmentation (reverse): This
poison that might be in it, and forces incantation cannot be augmented.
anybody eating it to take a -2
circumstance penalty to any Rewrite the World
Fortitude save made against poison Incantation 6
in the food.
Base DC: 60
Augmentation (normal): For every +2
modifier applied to the DC, one Duration: Instantaneous
additional portion of food can be Normal: One of the most powerful
targeted. truename effects, this incantation
Augmentation (reverse): For every +2 rewrites the world to include a
modifier applied to the DC, one revision introduced by you. You can
additional portion of food can be change virtually anything you can
targeted. imagine, but the world will always
take the simplest method possible to
Rebuild the Dweomer introduce your change. The actual
mechanics of this effect are left up to
Incantation 6 the DM to adjudicate, but this effect
Base DC: 33 can provide any benefit a wish spell
or similar effect can manage. The
Duration: Instantaneous
truenamer using this incantation
Normal: This incantation restores a takes a -5 penalty to Truespeak
magic item to the same state it was checks for 24 hours after using this
in, in the previous round. For incantation. This penalty stacks with
example, a wand targeted by this itself.
effect would regain a charge, while a
Reverse: This potent version of the
scroll targeted would regain the spell
incantation can reverse a wish,
miracle, reality revision, rewrite the Sharpen the Blade
world, or similar effect which
occurred within the previous round. Incantation 2
All consequences caused by this Base DC: 21
effect are removed or otherwise
Duration: 5 rounds
undone. The truenamer using this
incantation takes a -5 penalty to Normal: This incantation targets a
Truespeak checks for 24 hours after weapon that deals slashing damage.
using this incantation. This penalty Its critical threat range is improved
stacks with itself. by 1. This effect stacks with effects
such as keen weapon.
Augmentation (normal): This
incantation cannot be augmented. Reverse: This incantation targets a
weapon that deals slashing damage.
Augmentation (reverse): This
Its critical threat range is modified to
incantation cannot be augmented.
20/x2.
Seize the Item Augmentation (normal): For every +4
modifier applied to the DC, the
Incantation 4 duration of this effect improves by 1
Base DC: 26 round.
Duration: Instantaneous Augmentation (reverse): For every +4
modifier applied to the DC, the
Normal: This incantation causes a
duration of this effect improves by 1
single unattended object weighing no
round.
more than 5 lb to fly into your hand.
The item can be no more than 30ft. Shroud the Earth
away.
Reverse: This incantation is a disarm Incantation 3
attempt against the target. You may Base DC: 23
substitute a truenamer level check as
Duration: 10 rounds
your disarm check. The target cannot
attempt to disarm you if the attempt Normal: This incantation causes
fails. This is still a disarm check, and light snow to fall in a 10ft. radius
you can thus benefit from bonuses circle centered around a point of your
such as the Improved Disarm feat. choice. It takes 1 round for effects of
the snow to take effect as it starts to
Augmentation (normal): For every +2
pile up. After the duration has
modifier applied to the DC, the
expired, the snow stops falling and
maximum weight of the object
the snow either melts or remains as
increases by 5 lb. Alternatively, for
determined by the environment.
every +2 modifier applied to the DC,
the maximum range of this Reverse: When reversed, this
incantation increases by 10ft. incantation causes all snow in a 10ft.
radius circle centered around a point
Augmentation (reverse): For every +2
of your choice to instantly sublimate,
modifier applied to the DC, you gain
leaving barren ground beneath.
a +1 bonus on the disarm check.
Augmentation (normal): For every +3
modifier applied to the DC, the
radius of the circle increases by 5ft. Stiffen the Air
Alternatively, by increasing the DC
by 15, you can cause heavy snow to Incantation 5
fall instead. It is treated as light Base DC: 28
snow the first round, and heavy snow
Duration: 5 rounds
for the remaining duration.
Normal: This incantation hardens air
Augmentation (reverse): For every +3
into a rigid material. It allows you to
modifier applied to the DC, the
create four separate 5ft. by 5ft.
radius of the circle increases by 5ft.
square platforms out of air. These
Slick the Surface can be at any elevation you like, but
they cannot move after you have
Incantation 1 used the incantation.
Base DC: 15 Reverse: This incantation quells any
air effects in the area. It targets a
Duration: 5 rounds
wind wall, gust of wind, or similar
Normal: A 10ft. by 10ft. space effect, and suppresses the effect for
becomes covered with a slippery the duration of the incantation.
substance. Anybody who moves
Augmentation (normal): For every +6
through the square must make a DC
modifier applied to the DC, you can
10 Balance check or fall prone.
create one additional platform.
Standing up requires another
Balance check against the same DC. Augmentation (reverse): For every +4
modifier applied to the DC, the
Reverse: A 10ft. by 10ft. space
duration of this effect increases by 1
becomes exceptionally sticky. Moving
round.
through this space consumes 10ft. of
a creature’s speed for every 5ft. Sully the Unseen
traversed. In addition, if a creature
ends their turn on the surface, they Incantation 2
must make a DC 10 Strength check
Base DC: 20
or be unable to move off the space for
1 turn. Duration: 1 round
Augmentation (normal): For every +4 Normal: While this effect lasts,
modifier applied to the DC, another invisibility is impossible in a 50ft.
5ft. by 5ft. square adjacent to the burst around you as dirt and other
original area is affected. particulate attaches itself to every
Alternatively, for every +5 modifier being in the area.
applied to the DC, the duration Reverse: This incantation targets one
improves by 1 round. person. All dirt and other substances
Augmentation (reverse): For every +4 fly off the target, leaving them
modifier applied to the DC, another exceptionally clean, as if they had
5ft. by 5ft. square adjacent to the just taken a bath.
original area is affected. Augmentation (normal): For every +3
Alternatively, for every +5 modifier modifier applied to the DC, the range
applied to the DC, the duration of the burst increases by 10ft.
improves by 1 round.
Augmentation (reverse): For every +1 that it is made of a different metal,
modifier applied to the DC, this effect such as cold iron, silver, or
targets 1 additional being. adamantine. Although this is chiefly
for the purposes of overcoming
Swallow the Light damage reduction, the weapon still
gains any other properties associated
Incantation 2
with the material, such as the -1
Base DC: 17 penalty to attack rolls for being made
Duration: 5 rounds of silver.
Recitations
Just to recap, here are the properties of recitations:
• Move action to activate (just like all truename effects)
• Swift action each round to sustain the effect
• Cannot use other truename effects while active
• Not reversible (no opposed effect)
• Not subject to your absolute limit
• No set duration
• Only targets you
And just to be clear, you cannot increase the DC of a truename effect by more
than your truenamer level.
Recitations by level
Level 1 Level 2
• Recitation of the Cunning Step • Recitation of the Ardent Arcanist
• Recitation of the Harried Step • Recitation of the Sanguine State
• Recitation of the Unclouded Eye • Recitation of the Puma's Grace
• Recitation of the Wise Man • Recitation of the Unheard Voice
• Recitation of the Unimpeachable • Recitation of the Untouched Snow
Soul • Recitation of the Warrior’s Arm
Level 3 Level 5
• Recitation of the Barricaded Mind • Recitation of the Broken Spell
• Recitation of the Eclipsed Sun • Recitation of the Hydra's Bane
• Recitation of the Heart's Cage • Recitation of the Shattered Mind
• Recitation of the Fortified Body • Recitation of the Unscribed Name
• Recitation of the Imposed Pull Level 6
• Recitation of the Vital Heart • Recitation of the Ethical Bent
Level 4 • Recitation of the Reaper’s Foil
• Recitation of the Shooting Star • Recitation of the Rejuvenated Self
The Recitations
Recitation of the Ardent Duration: Recitation
Arcanist Effect: You gain a +2 truespeak
bonus to Will saving throws.
Recitation 2
Augmentation: For every +3 modifier
Base DC: 19
applied to the DC, the bonus to your
Duration: Recitation Will saving throws increases by +1.
Effect: You gain a +2 truespeak Alternatively, if you increase the DC
bonus to your arcane caster level. In of the Truespeak check by 14, you
addition, if you can use invocations gain the mettle of mind ability.
you can use an invocation with a Whenever you succeed on the saving
casting time of 1 standard action as a throw against an effect that offers a
move action if you succeed on a Will save for half damage or partial
Truespeak check when you use it (DC effect, you instead take no damage or
15 + 2x the effective spell level of the are otherwise unaffected.
invocation). Finally, you do not Recitation of the Broken
provoke attacks of opportunity for Spell
casting arcane spells or using spell-
like abilities. Recitation 5
Augmentation: For every +4 modifier Base DC: 28
applied to the DC, the bonus to your Duration: Recitation
caster level increases by +1.
Effect: You gain spell resistance 10.
Recitation of the Barricaded
Mind Augmentation: For every +1 modifier
applied to the DC, your spell
Recitation 3 resistance increases by 1.
Base DC: 23
Recitation of the Careful mysteries, spell-like mysteries
Drop become supernatural mysteries).
Recitation 1 Augmentation: For every +4 modifier
applied to the DC, the bonus to your
Base DC: 12
caster level improves by +1.
Duration: Recitation
Recitation of the Ethical
Effect: You are treated as if under Bent
the effects of a feather fall ability. In
addition, you gain a +2 truespeak Recitation 6
bonus on Balance checks. Base DC: 34
Augmentation: For every +2 modifier Duration: Recitation
applied to the DC, the bonus to your
Balance checks improves by +1. Effect: You gain an alignment
subtype. You must have the
Recitation of the Cunning alignment aspect desired in your
Step alignment. Your attacks
automatically overcome damage
Recitation 1
reduction as if they were aligned to
Base DC: 14 the alignment you choose. In
Duration: Recitation addition, you gain damage reduction
5, penetrated only by the opposed
Effect: You gain an uncanny ability alignment to the alignment you
to watch out for danger. You gain the choose.
trapfinding ability, which means you
can use the Search skill to locate Augmentation: For every +2 modifier
traps with a DC over 20. See the applied to the DC, the damage
rogue class feature of the same name. reduction provided improves by 1.
In addition, you gain trap sense +1. Recitation of the Fortified
You apply this bonus to your saving Body
throws against traps.
Recitation 3
Augmentation: For every +4 modifier
applied to the DC, your trap sense Base DC: 22
increases by +1. Duration: Recitation
Recitation of the Eclipsed Effect: You gain a +4 truespeak
Sun bonus to AC and damage reduction
2/–.
Recitation 3
Augmentation: For every +4 modifier
Base DC: 21
applied to the DC, the bonus to your
Duration: Recitation AC increases by +1 and your damage
Effect: You gain a +2 truespeak reduction improves by 1/–.
bonus to your caster level for Recitation of the Harried
mysteries. In addition, you may use Step
all of your mysteries as if they were
one grade easier to cast (arcane spell Recitation 1
mysteries become spell-like Base DC: 16
Duration: Recitation Augmentation: For every +2 modifier
applied to the DC, the bonus to your
Effect: Your land speed increases by
sunder checks and sunder damage
10ft. and you gain a +1 deflection
improves by +1.
bonus to AC.
Augmentation: For every +3 modifier Recitation of the Imposed
applied to the DC, your land speed Pull
increases by an additional 10ft., and
Recitation 3
you gain an additional +1 deflection
bonus to AC. Base DC: 24
Hit Die: d6
Skill Points at Each Level: 6 + Int modifier
Absolute Limit Increase at Each Level: 2 + Int modifier. Although an alias
doesn’t progress normal truenaming, they still study the topic closely.
Class Skills: All. Like a factotum, an alias continues to study an enormous
breadth of topics.
Recitations
Level BAB Fort Ref Will Special
Known
The Gospelblade
The forces of utmost good in the cosmos will always have a need for champions to
fight back the hordes of darkness. Where truenaming is concerned, this is no
different. Gospelblades are an elite force of paladins charged with protecting the
knowledge of the true language from falling into evil hands.
Requirements: To become a hidden word, you must fulfill all of the following
requirements.
Base Attack Bonus: +3
Feats: Weapon Finesse
Skills: Truespeak 8 ranks, Hide 4 ranks, Move Silently 4 ranks
Truenaming: Must be able to speak 2nd level vocalizations
Special: Sneak attack +2d6 or skirmish +1d6/+1 AC
1st +0 +0 +2 +2 Subvocalization –
+1 level of existing truenaming
2nd +1 +0 +3 +3 –
class
+1 level of existing truenaming
3rd +2 +1 +3 +3 Sneak attack +1d6
class
+1 level of existing truenaming
4th +3 +1 +4 +4 Irresistible strike +2
class
+1 level of existing truenaming
5th +3 +1 +4 +4 Recitation of silence
class
+1 level of existing truenaming
6th +4 +2 +5 +5 Sneak attack +2d6
class
+1 level of existing truenaming
7th +5 +2 +5 +5 Fade into silence
class
+1 level of existing truenaming
8th +6 +2 +6 +6 Irresistible strike +4
class
+1 level of existing truenaming
9th +6 +3 +6 +6 Sneak attack +3d6
class
10th +7 +3 +7 +7 Subvocalization (complete) –
Requirements: To become a rhyme witch, you must fulfill all of the following
requirements.
Skills: Knowledge (arcana) 13 ranks, Perform (oratory) 8 ranks, Truespeak 8
ranks
Feats: Improved Counterspelling
Spellcasting: Able to prepare and cast at least one power word spell
Special: Confident Speaker class feature
The Sinspeaker
Sinspeakers combine the wretched words of the Dark Speech with the perfect
lexicon of Truespeech to achieve dread power over the physical manifestation of
language.
Requirements: To become a true scribe, you must fulfill all of the following
requirements.
Feats: Scribe Scroll
Skills: Spellcraft 4 ranks, Truespeak 6 ranks
Truenaming: Able to speak 2nd level vocalizations
The Truesinger
Many an adventurer has claimed to be a master of music, but few of these so-
called “bards” realize what it is that they manipulate when they play their
magical songs. In reality, these performers tap unknowingly into the most
ancient and powerful source of power in the cosmos: the original language, the
language of truespeach. By channeling a fraction of the power of truespeach into
their music, bards achieve powerful results. Some, however, master the art of
music and also delve into the secrets of truenaming. These self-styled truesingers
combine the lyrical medium of music with the words of power and syllables of
devastation that make up the one true language.
Level
BAB Fort Ref Will Special Truenaming
Requirements: To become a word warrior, you must fulfill all of the following
requirements.
Base Attack Bonus: +4
Skills: Truespeak 8 ranks
Truenaming: Able to speak 2nd level truename effects
Weapon and Armor Proficiencies: Proficiency with all martial weapons
Seemingly from out of nowhere, a majestic bird appears, spreading its wings
wide, as if in warding. Its plumage is an electric blue, with thick tail & a tall
feathered crest. The avian creature takes a deep breath, as if to speak.
Dwelling deep in the wild jungles of Screech of Silence (Su): Once per
the world, there is an avian creature hour, an Echo Wing can emit an ear-
that hunts with magical power. splitting shriek; all creatures within
Waiting patiently for its prey, it 30’ must make a successful Fortitude
perches silently. When its quarry is save (DC13) or be deafened &
finally spotted (or more likely, rendered mute for 1 hour; the save
heard), the bird lets out a piercing DC is Constitution-based; creatures
screech. The victim is deafened by that are rendered mute are unable to
the scream, & so it cannot hear the speak; an Echo Wing is immune to
rush of wings closing in… Screech of Silence, whether from
itself or other Echo Wings
The bird in question is known as an
Echo Wing, & it is said to possess Echo (Su): An Echo Wing can repeat
some interesting properties. Stories any Truespeech uttered nearby,
tell of its ability to repeat turning it back on the speaker;
vocalizations of Truespeech, anytime an Echo Wing makes a
reflecting their effects back at the successful Listen check to hear a
speaker. No one knows for sure vocalization of Truespeech, it can
where such a bird came from or how repeat the vocalization, targeting the
it got its peculiar abilities, but original speaker; since an Echo Wing
scholars & researchers the world does not usually know the original
over are willing to pay dearly for a speaker’s Truename or Given Name,
live specimen for their research into it will use a Nickname instead, &
the nature & properties of thus any Truespeak check for an
Truespeech. echoed utterance takes a -2 penalty;
an Echo Wing will not echo any
Echo Wings are usually about 1½’
Truespeech from another Echo Wing.
long, with a wingspan of
approximately 5’, & weigh around 4-7 Skills: An Echo Wing has a +4 racial
pounds. They understand some bonus on Listen checks & Truespeak
Common, but they cannot speak a checks.
word unless trained to do so. They Monster Lore
cannot understand Truespeech,
despite their ability to repeat it. Characters that have ranks in
Knowledge (Arcana) can learn more
Combat about Echo Wings. When a character
Echo Wings are very territorial, & makes a successful skill check, the
will defend its domain quite fiercely. following lore is revealed, including
While it will not often fight to the the information from lower DC’s.
death (except to protect its young),
Echo Wings are not shy of combat. DC11: “There exists a rare bird that
They will often begin a battle by can stun its prey with a deafening
employing its Screech of Silence to scream.” A character making this
deafen its foes, & then use its check recalls all Magical Beast traits.
Initiative advantage to either attack DC16: “This bird is called an Echo
with its talons or flee. They will also Wing, & it is so named because of its
echo any Truespeech that it hears ability to repeat back anything that
back at the speaker. is spoken near it.” A character
making this check knows the DC26: “They often hunt by hiding in
workings of the Screech of Silence wait for victims, then ambushing
ability. them with its shriek, but they can be
goaded into coming out into the open
DC21: “It’s echoing talents are
if its territory is invaded.”A character
especially troublesome to those who
making this check is familiar with
use Truespeech, as the bird can echo
where to find living specimens in the
vocalizations, turning them back on
wild.
the speaker.” A character making
this check remembers the mechanics
of the Echo ability.
Ink Golem
Small Construct
Hit Dice: 8d10+10 (49 hp)
Speed: 40ft., swim 80ft. (dilution)
Initiative: +5
Armor Class: 16; touch 16 flat-footed 11 (+5 Dex,
+1 size)
Base Attack: +6
Grapple: +17
Attack: Tendril +10 melee (1d6+3)
Full-Attack: Two tendrils +10 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: Absorb knowledge, constrict 2d6 plus absorb knowledge,
dilution, great grappler
Special Qualities: Body of knowledge, construct traits, immunity to truenaming
Saves: Fort +2 Ref +7 Will +2
Abilities: Str 16, Dex 20, Con –, Int –, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary or shelf (5-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 9-10 HD (Small), 11-15 HD (Medium)
This golem is assembled from the ink knowledge ranks, either to make
of a multitude of books. Its creation skill checks or to use the golem to
destroys the tomes, leaving them assist them in making their own.
empty, while the accumulated Anyone using the golem like this
knowledge of them is contained in doesn't need access to a library to
the golem. It is a moving repository make Knowledge checks. For every
of knowledge, and while it is not Hit Die of advancement, the ink
incredibly dangerous it is a valuable golem gains a rank in a single
tool for anyone that values scholarly random Knowledge skill. The master
pursuits. of an ink golem can commune with
the creation as a ten-minute ritual,
Combat
which allows it to make use of the
Ink golems aren't much for fighting, Knowledge ranks as well as learn
being more of a knowledge assistant about any subjects the ink golem has
than a true combatant, but they can absorbed knowledge from since they
defend themselves. They usually last communed. The master can
begin by insinuating themselves similarly transfer knowledge into the
around weak opponents and draining ink golem so that it can later be
their thoughts, using their fast retrieved or alter information
movement to avoid attack. They currently contained in the golem. In
often try to escape when defeat this way an ink golem can also be
seems inevitable, and can use their used as a spellbook, glossary, or any
dilution ability to disappear into a similar spell preparation tool.
body of water. Although not sentient
If so desired, the creator of an ink
they act in clever ways, probably as a
golem can choose to create a
result of the knowledge stored in
command word that will allow
them.
anyone, not just the master of the
Absorb Knowledge (Su): Ink golems golem, to commune with it and use
possess the supernatural power to these abilities. This is typically the
draw knowledge out of living closest thing an ink golem has to a
creatures. Whenever it is deals truename, and requires a DC 20
constrict damage, the target takes 1 Truespeak check to say properly. It
point of Int damage, and the ink can be researched in the same way as
golem restores 5 hit points. In a normal truename, and has the
addition, the creature becomes added benefit of pacifying a hostile
known to the golem, giving it ink golem.
intimate information about the
Dilution (Ex): As an accumulated
subject.
mass of liquid, an ink golem is
Body of Knowledge (Ex): An ink capable of dissolving itself in water.
golem is composed of a mass of Whenever it comes in contact with a
writings, usually on virtually any body of water of Colossal size or
subject. It contains within it by larger, it is able to merge its form
default 1 rank in every Knowledge with the liquid. While diluted, it can
skill. Since it is not sentient, it move its attention 80ft. per round,
cannot actually make Knowledge and has a limited sense of what is
checks, but anyone who commands occurring in the body of water within
the golem can make use of these 80ft. of its center of attention. It can
automatically locate and pinpoint easily ensnare even larger
anything touching the water within opponents. They ignore all size
this radius. While diluted the ink modifiers in a grapple, and have a +8
golem can take no actions other than racial bonus on grapple checks.
to move its center of attention Construction
throughout the body of water or to
exit it. However, it cannot be harmed Ink golems must be assembled from
in any way unless the body of water at least 400 lb of books, usually
itself is affected by a phase change. covering a wide variety of subjects.
Evaporating the water automatically More than one library has simply
reassembles the golem, while been converted into an ink golem for
freezing the water traps it in the ice transport, especially since they can
unable to move its attention and also be deconstructed by the original
removing its sensory abilities. creator as a four day process
Joining with a body of water or involving the original books.
reassembling itself is a free action, Creating an ink golem removes all
although it cannot be performed in the ink from the books, leaving them
the middle of a move action (for completely blank although word-
example, if an ink golem moves based magical traps such as
twenty feet to enter a lake and explosive runes or a sepia snake sigil
dilutes, that ends its current move remain untriggered in the books.
action). Assembling the body requires a DC
Immunity to Truenaming (Ex): An 20 Truespeak check.
ink golem is immune to all Craft Construct, truenaming class
utterances. It does not have a feature, limited wish, caster must
truename in the traditional sense, as have at least 11 ranks in Truespeak;
it is composed of a multitude of other Price 80,000 gp; Cost 40,000 gp +
words and names. 3,200 XP
Great Grappler (Ex): Ink golems
have a malleable shape and can
Word Archon
Medium Outsider (Archon, Extraplanar, Lawful, Good)
Hit Dice: 10d8+60 (110)
Speed: 60ft. (6 squares) (+30ft.
truespeak), fly 80ft. (good)
Initiative: +1
Armor Class: 24; touch 14; flat-footed 26 (+1
Dex, +6 natural, +7 +2
breastplate, +3 deflection)
Base Attack: +10
Grapple : +16
Attack: +1 holy warhammer +17 melee
(1d8+10/x3 plus 2d6 holy)
Full-Attack: +1 holy warhammer +17/+12 melee (1d8+10/x3 plus 2d6 holy)
Space / reach: 5ft./5ft.
Special Attacks: Teleport, truenaming, word purge, verbose strike
Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60ft.,
immunity to electricity and petrification, magic circle against
evil, spell resistance 18, name resistance 5, tongues
Saves: Fort +13 (+17 against poison) Ref +8 Will +10
Abilities: Str 22, Dex 13, Con 23, Int 22, Wis 16, Cha 17
Skills: Concentration +19, Diplomacy +18, Gather Information +5,
Intimidate +16, Knowledge (arcana) +19, Knowledge
(geography) +19, Knowledge (local) +19, Knowledge (nature)
+19, Knowledge (the Planes) +19, Listen +16, Search +19,
Sense Motive +16, Spellcraft +21, Spot +16, Survival +3,
Truespeak +25
Feats: Devoted Truenamer (x2), Empower Utterance, Extend
Utterance
Absolute Limit: 50
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or patrol group (2-5)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful good
Advancement: by class
Favored Class: Truenamer
Level Adjustment: +8