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    TruenameMagic

    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 ofthe 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=90961This document was compiled and edited by Evincar.

    Document version : 1.1Last edited : August 13, 2010

    http://www.giantitp.com/forums/showthread.php?t=90961http://www.giantitp.com/forums/showthread.php?t=90961http://www.giantitp.com/forums/showthread.php?t=90961
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    IndexThe Way Words Work ............................................................................................................. 1Index ........................................................................................................................................ 2General Nonsense ................................................................................................................... 3How it Works........................................................................................................................... 3

    Utterances ................................................................................................................................. 3Absolute Limit for Racial Hit Dice ........................................................................................... 4Incantations ............................................................................................................................... 4Recitations ................................................................................................................................. 5Augmenting Vocalizations ........................................................................................................ 5 Utterance name modifiers ........................................................................................................ 5Discovering Truenames ............................................................................................................ 6Defending against Truespeak ................................................................................................... 6

    New skills ................................................................................................................................ 8Truespeak (Int; Trained-Only) ................................................................................................. 8

    Classes ..................................................................................................................................... 9The Truenamer .......................................................................................................................... 9The Lexeme .............................................................................................................................. 10

    New Feats .............................................................................................................................. 15Utterances ............................................................................................................................. 18

    Utterance Augmentation ........................................................................................................ 18Utterances by level .................................................................................................................. 18The Utterances ........................................................................................................................ 19

    Incantations .......................................................................................................................... 31Incantations by level ............................................................................................................... 31The Incantations ..................................................................................................................... 32

    Recitations ............................................................................................................................. 40Recitations by level ................................................................................................................. 40The Recitations ........................................................................................................................ 41

    Prestige Classes .................................................................................................................... 47The Alias .................................................................................................................................. 47The Astral Namemaker .......................................................................................................... 49The Cosmos Translator ........................................................................................................... 52The Fiendbinder ...................................................................................................................... 55The Gospelblade ...................................................................................................................... 57The Hidden Word .................................................................................................................... 59The Rhyme Witch .................................................................................................................... 61The Sinspeaker ........................................................................................................................ 63The True Scribe ....................................................................................................................... 66The Truesinger ........................................................................................................................ 67The Word Warrior ................................................................................................................... 70Racial substitution levels ..................................................................................................... 72Illumian Truenamer ................................................................................................................ 72

    New magic items ................................................................................................................... 74Activating Truespeak Items ................................................................................................... 74Wondrous Items ...................................................................................................................... 74Parchment That Remembers .................................................................................................. 74

    New monsters........................................................................................................................ 75Echo Wing ................................................................................................................................ 75Ink Golem ................................................................................................................................ 77Word Archon ............................................................................................................................ 79

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    General NonsenseSo heres the scoop: truenaming sucks. Its got great flavor, and its a fantasticidea in fantasy, but Tome of Magic did a terrible job of translating it to 3.5. Notonly was it practically unusable, but there was nothing special about it. Therewas nothing a truenamer could do that any other spellcaster couldnt do betterand earlier.

    So heres my take on it. Ive rebuilt the system from the ground up, incorporatingsome mechanical ideas from psionics and warlocks to provide you with a newtake on truespeech. Please, tell me what you think!

    How it Works A truenamer has a whole bunch ofweapons in his arsenal. Uses oftruenaming fall into three generalcategories: utterances, incantations,and recitations. All three share thesame basic qualities:

    Activated as a move action.

    Activation does not provoke attacksof opportunity.

    Not subject to spell resistance orspell immunity.

    Does not allow saving throws.

    Subject to namelessness and nameresistance.

    Extraordinary ability (Ex).

    Reversible (a thematically oppositeeffect) (utterances and incantations

    only).

    Come in 6 levels.

    Require a Truespeak check to use.

    Augmentable by voluntarilyincreasing the Truespeak DC.

    Require you to speak.

    Never require material componentsor XP.

    Target a creature within line ofsight to you, regardless of distance.

    Effective spell level of 1/2 thetruenamers vocalizer level.

    Do not stack with themselves.

    UtterancesUtterances are the most powerfulabilities a truenamer will gain. Theseare words and phrases of truespeechthat cause some kind of hindering or

    harmful effect to his foes, or a helpfuleffect to his allies. Now, a truenamercant just go around using whateverutterances he wants, whenever hewants. To start with, all utterancesare subject to the truenamersabsolute limit.

    An utterance by a truenamer canonly affect a target whose current hpis equal to or below his absolute

    limit.Your absolute limit is added to everytime you gain a level in a truenamingclass or prestige class. For example,as a truenamer you add a value to itevery level equal to 1 + yourCharisma modifier. Your absolutelimit does not change retroactivelywith ability increases. Temporarybonuses to an ability score do not

    change the increase of your absolute

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    limit. Permanent increases, includinginherent bonuses, do apply.

    For example, Torgoth the Mightyhas a Cha of 17, or +3. He gains

    three levels of truenamer, making hisabsolute limit 12. Then he gains afourth level, and adds +1 to hisCharisma score, making it an 18, or a+4 modifier. He adds 5 to hisabsolute limit at this level, but doesnot change the additions fromprevious levels.

    An utterance can be used on a willingtarget even if their hp is above the

    truenamer's absolute limit.

    Absolute Limit for Racial Hit DiceMonsters that use truenaming havean absolute limit for theirvocalizations based on their hit diceand type. At every racial hit die, suchmonsters gain a bonus to theirabsolute limit as shown on thefollowing chart (minimum +1).

    Table1: Absolute Limit and RHD

    Type Absolute Limit

    Aberration 2 + Cha modifier

    Animal Wis modifier

    Animal (dinosaur) 3 + Wis modifierConstruct 1 + Str modifier

    Dragon 2 + Con modifier

    Elemental 2 + Cha modifier

    Fey 2 + Cha modifier

    Giant 1 + Wis modifier

    Humanoid 2 + Cha modifier

    Magical Beast 2 + Wis modifier

    MonstrousHumanoid

    2 + Cha modifier

    Ooze 1 + Cha modifier

    Outsider 2 + Cha modifier

    Plant 2 + Wis modifier

    Undead 2 + Cha modifier

    Vermin 1 + Wis modifier

    IncantationsSo youre probably thinking, Kellus,you handsome devil! Utterances have

    an hp limit on what they can effect!Doesnt this mean that I, a fullcaster, am useless against enemieswith oodles of health?!

    The answer is no. Utterances are themost powerful weapons in yourarsenal, but theyre not the onlything you got going for you. When anenemy is too strong (at the moment)to target with an utterance, you can

    use incantations to target himindirectly. This can includelaunching projectiles at him, alteringthe terrain to your advantage, orother such effects that dont targetyour enemy directly.

    Now of course youre thinking, whatabout that stupid law of resistancefrom the Tome of Magic? Remember,the arbitrary mechanic where words

    get harder to say as you say themmore often? What about that?

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    The happy news is that the Law ofResistance (and the Law of Sequence,for that matter) is gone. Yes, thismeans at-will abilities, if you canmake the skill checks.

    RecitationsRecitations are sort of similar tostances from the Tome of Battle,except different. The idea behind arecitation is that youre repeatingyour own truename with a differentcadence, altering yourself. Like all

    truename effects, a recitation can beactivated with a move action, andtypically provides a defensive orotherwise helpful effect so long asyou maintain it. Now heres thecatch: you can maintain a recitationas only a swift action every round,but while youve got a recitationgoing you cant use truenaming! Yes,that means you give up your mostpowerful class feature for theduration of the effect.

    You dont need to take an action toend a recitation, it ends naturally ifyou dont take a swift action tomaintain it. Recitations areexceedingly helpful for truenamersthat enter melee, multiclasstruenamers, or for truenamers thatneed to focus on defense or escape.

    While you maintain a recitation, youdont need to make additionalTruespeak checks to gain the benefit.

    Augmenting VocalizationsEvery truespeak effect has aTruespeak DC to use properly.Failure on this check means that theeffect simply fails to happen.

    However, if youre feeling brave,lucky, or just plain stupid, you can

    voluntarily increase the DC of thecheck in order to gain a better effect.This is sort of like psionicaugmentation. The key thing here isthat when augmenting a truespeak

    effect, you can only increase theTruespeak DC by an amount equal toyour truenamer level. Everybody getthat?

    You can only increase the TruespeakDC to use a truespeak effect by anamount equal to or less than yourtruenamer level.

    You decide if you want to augment

    an effect before you use it. Thus, youset the DC before you make thecheck, increasing its power to a risklevel thatyoufeel comfortable with.

    Every truespeak effect has a specificway to augment it, but all utterancesshare one common augment:

    For every +1 modifier applied tothe DC in this way, the absolute limitfor this one utterance is increased by

    1.

    A vocalization may have multiplemeans of augmenting it. You canmix-and-match whatever you want,so long as the total modifier to theTruespeak DC doesn't go over yourtruenamer level.

    Utterance name modifiersUtterances require a name for thetarget to be used. You may use a truename, a given name, or a nicknamefor this requirement. These aredescribed in detail below (seeDiscovering Truenames), but thebottom line is that the more accuratename you use, the easier it is to useyour utterance against them. The

    modifier applied to your Truespeak

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    check to deliver an utterance issummarized below:

    Table 2: Name Modifiers toTruespeak Checks

    Name ModifierNickname -2

    Given name +0

    Truename +4

    Discovering TruenamesAs a truenamer, you know your owntruename. Lucky you. Unfortunately,your utterances are most likely tosucceed when you also know yourenemys truenames. Learning atruename requires research. You can,however, get by with only knowingthe given name of a creature, or (godsforbid) a nickname.

    A nickname, when it comes totruenaming, is a vague description ofa creature. Odds are youre not goingto know the name of a dire bunnythat attacks you in the woods, so youcan specify this thing by saying theequivalent of that furry thing withthe fangs, except in truespeech. Thisis cumbersome and ineffective to usewith your utterances, so yourTruespeak check to use the utterancetakes a penalty of -2.

    A given name is just what it sounds

    like: a creatures birth name. Theygenerally know this themselves, asopposed to their truename, which isMysterious And Hidden. Using agiven name is reasonably effectivewith utterances, and as such youtake no penalty on your Truespeakcheck. In a game, discovering birthnames can be a fun side quest orhidden agenda for a truenamer,especially for a target thats takenpains to cover it up or who goes by analias. There are no mechanics to

    discover a given name, as this shouldbe handled by the DM in the game.

    A truename is the name theuniverse knows someone by.Everything, and I mean

    everything

    has a truename. Even if its, youknow, inanimate. Doesnt matter.Unfortunately, most truenames,spelled out phonetically, look like youwent to sleep on a keyboard for a fewminutes, with a whole bunch ofapostrophes thrown in for goodmeasure. You can researchtruenames, in any kind of library or ahall of records or lore. Now,

    truenames can be tough to find, andgenerally the more famous orrenowned (or old) someone is, theeasier itll be to find their truename.Finding a truename requires aKnowledge check appropriate to thetargets creature type (see theKnowledge skill in the PlayersHandbook for more information oncreature types and the Knowledge

    skill), a Truespeak check, and aboutan hour of solid research. You alsoneed the given name (see above) of acreature before you can find itstruename. The base DC of bothchecks required to uncover atruename is 25, but this can beadjusted based the notoriety and theage of the target. This modifiershould be determined by the DM

    based on the specific circumstances,and shouldnt be any higher than +10or any lower than -10.

    Defending against TruespeakLike anything, truespeak can bedefended against. Its extraordinaryin nature, and not vulnerable to spellresistance, so conventional magical

    defenses arent exceedingly helpful.

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    However, there are methods that canbe used to protect yourself.

    Detecting Truespeak: When atruespeak effect is used within line of

    sight of someone, they can make aKnowledge (arcana) check against aDC of 10 + the speakers truenamerlevel to detect it as a truespeakeffect.

    Counterspeaking: A truenamer (oranyone with ranks in Truespeak) canattempt to counter a truespeak effectas an immediate action. This canonly be attempted when they are

    affected by a truespeak effect, anddetect it for what it is (see above).The counterspeaker must make aTruespeak check against the check

    made to activate the truespeak effect.Whoever loses the opposed check isdazed for one round. If thetruenamer loses, the truespeak effectfails to occur, exactly as if he had

    failed the Truespeak check to deliverit.

    Name Resistance (Ex): If a creaturehas name resistance, its name isexceptionally difficult to speak in thelanguage of Truespeech. The DC totarget such a creature with atruespeak effect increases by theamount specified in its nameresistance ability entry.

    Namelessness (Ex): If a creaturehas namelessness, it is completelyimmune to utterances.

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    New skillsTruespeak (Int; Trained-Only)

    Truespeak is an Intelligence-based

    skill primarily used in conjunctionwith truespeak effects (utterances,incantations, and recitations).However, it follows several specialrules.

    A natural 20 on a Truespeak checkis always a success (except foropposed Truespeak checks).

    A natural 1 on a Truespeak check

    is always a failure (except foropposed Truespeak checks).

    Truespeak cannot be improvedwith magic items, spells, itemfamiliars, or masterwork tools.

    You can never take 10 or 20 on aTruespeak check.

    Now heres the dirty little secret.Nobody actually speaks truespeech.

    Its impossible. Instead, people try toreplicate the lost language with

    existing languages. When someone

    has ranks in Truespeak, it meanstheyve practiced dissecting otherlanguages and studying linguisticroots to break apart other tongues insearch of some parts of the originallanguage.

    The only synergy bonus gained forTruespeak is a +1 synergy bonus forevery two additional languagesbeyond their racial languages that

    someone knows (as in, actuallyknows knows, not by dint of magic.No, not even with permanency. Theinsight comes from the study, not thesimple knowledge of how to speak it).The maximum bonus you can get inthis way is +5, or 10 additionallanguages that youve learned bypurchasing them with skill ranks(see the Speak Language skill in the

    Players Handbook for moreinformation on learning languages).

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    ClassesThe Truenamer

    Alignment: Any.

    Hit Die: d6.

    Skill Points at 1st Level: (4 + Intmodifier) x 4.

    Skill Points at Each AdditionalLevel: 4 + Int modifier.

    Absolute Limit Increase at EachLevel: 2 + Cha modifier.

    Class Skills: The truenamers classskills (and the key ability for eachskill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha),Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), andTruespeak (Int).

    Table 3: The Truenamer

    Level BAB Fort Ref Will Special Utter Incant Recit

    1st +0 +0 +0 +2Known personal truename,

    truenaming2 2 0

    2nd +1 +0 +0 +3 Recitation of the Unclouded Eye 3 2 0

    3rd +1 +1 +1 +3 4 3 1

    4th +2 +1 +1 +4 2nd level truenaming 5 3 1

    5th +2 +1 +1 +4 Bonus feat 6 4 1

    6th +3 +2 +2 +5 7 4 2

    7th +3 +2 +2 +5 3rd level truenaming 8 5 2

    8th +4 +2 +2 +6 9 5 2

    9th +4 +3 +3 +6 10 6 310th +5 +3 +3 +7 Bonus feat, 4th level truenaming 11 6 3

    11th +5 +3 +3 +7 12 7 3

    12th +6/+1 +4 +4 +8 13 7 4

    13th +6/+1 +4 +4 +8 5th level truenaming 14 8 4

    14th +7/+2 +4 +4 +9 15 8 4

    15th +7/+2 +5 +5 +9 Bonus feat 16 9 5

    16th +8/+3 +5 +5 +10 6th level truenaming 17 9 5

    17th +8/+3 +5 +5 +10 18 10 5

    18th +9/+4 +6 +6 +11 19 10 6

    19th +9/+4 +6 +6 +11 20 11 620th +10/+5 +6 +6 +12 Bonus feat, perfect dialect 21 11 6

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    Class FeaturesAll of the following are class featuresof the truenamer class.

    Weapon and Armor Proficiencies: Atruenamer is proficient with allsimple weapons, light armor, andmedium armor. A truenamer is notproficient with any kind of shield.

    Known Personal Truename (Ex): Youknow your truename. As such, youhave a +4 bonus on Truespeak checksmade to use truename effects onyourself, as shown in Table 1.1:

    Name Modifiers to Truespeak DCs.Truenaming: You can usetruenaming. At every class level, youlearn additional truename effects, asshown on Table 1.2: The Truenamer.

    Your truenamer level for yourtruename effects is equal to yourclass level.

    To begin with, you may only select

    1st level truename effects. At your

    4th, 7th, 10th, 13th, and 16th classlevels, you may begin to select fromthe next level of truename effects.

    Once you learn a truename effect,you know it. You cannot unlearn it orreplace it at any time.

    Recitation of the Unclouded Eye: At2nd level, you learn the Recitation ofthe Unclouded Eye as a bonusrecitation.

    Bonus Feats: At 5th level, and againat 10th, 15th, and 20th level, youmay select a bonus truespeak feat

    you meet the requirements for.Perfect Dialect (Ex): At 20th level,you may take 10 on Truespeakchecks. This is an exception to therule that you can never take 10 onTruespeak checks, and does notmean that other classes can learn totake 10 on Truespeak checks throughother class features such as SkillMastery.

    The LexemeThe lexeme takes a differentapproach to truenaming than aconventional truenamer. Instead ofeven trying to grasp the subtletiesand underpinnings of the truelanguage, she is only interested in

    what words she needs to say to makesomething happen. A lexemedevelops a near-photographic mindas she commits enormous passages oftruespeak, along with other trivia,facts, and figures to memory. Assuch, while a lexemes vocabulary is

    much more focused than atruenamers, its also more variableand potent.

    Lexemes record vocalizations in aglossary, a book they carry aroundthat they must study before being

    able to recite passages of truespeech.In many ways, lexemes andtruenamers are as wizards andsorcerers. They both tap into thesame source of power, but do so in anentirely different way.

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    Alignment: Any.

    Hit Die: d4.

    Skill Points at 1st Level: (2 +Int modifier) x 4.Skill Points at Each AdditionalLevel: 2 + Int modifier.

    Absolute Limit Increase atEach Level: 2 + Int modifier.

    Class Skills: The lexeme's classskills (and the key ability foreach skill) are Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all)(Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

    Table 4 : The Lexeme

    Level BAB Fort Ref Will SpecialUnique

    Utterancesper Day

    UniqueIncantations

    per Day

    1st +0 +0 +0 +2 Glossary, truenaming 2 2

    2nd +1 +0 +0 +3 Confident speaker 2 2

    3rd +1 +1 +1 +3 Encyclopedic knowledge 3 2

    4th +2 +1 +1 +4 2nd level truenaming 3 3

    5th +2 +1 +1 +4 Facts and figures 4 3

    6th +3 +2 +2 +5 +1 truenamer level 4 3

    7th +3 +2 +2 +5 3rd level truenaming 5 4

    8th +4 +2 +2 +6 Fast research 5 4

    9th +4 +3 +3 +6 Intrinsic almanac 6 4

    10th +5 +3 +3 +7 4th level truenaming 6 5

    11th +5 +3 +3 +7 7 5

    12th +6/+1 +4 +4 +8 +1 truenamer level 7 5

    13th +6/+1 +4 +4 +8 5th level truenaming 8 6

    14th +7/+2 +4 +4 +9 Self-sufficient study 8 6

    15th +7/+2 +5 +5 +9 Immediate insight 9 6

    16th +8/+3 +5 +5 +10 6th level truenaming 9 7

    17th +8/+3 +5 +5 +10 10 7

    18th +9/+4 +6 +6 +11 +1 truenamer level 10 7

    19th +9/+4 +6 +6 +11 11 8

    20th +10/+5 +6 +6 +12 The library that lives 11 8

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    Class FeaturesAll of the following are class featuresof the lexeme.

    Weapon and Armor Proficiencies: Alexeme is proficient with all simpleweapons and light armor. A lexeme isnot proficient with any kind of shield.

    Glossary: Unlike a traditionaltruenamer, a lexeme keeps a specialkind of journal, called a glossary. Herglossary contains all of the truespeakresearch she has undertaken.

    A lexeme does not automaticallylearn new vocalizations every timeshe levels up. Instead, she must finda library, hall of records, or othersimilar location where she canresearch truespeech. After a full dayof studying in such a location, shemay add a vocalization she isqualified for to her glossary. There isno limit to the number ofvocalizations a lexeme may have inher glossary at any one time. A 1st

    level lexeme begins play with three1st level utterances and three 1stlevel incantations in her glossary.

    Every day, a lexeme must select anumber of vocalizations tofamiliarize herself with for that day.This requires a full hour of readingher glossary. She must get a full rest(usually eight hours) before she maystudy her glossary. Once she has

    studied it, she may select a numberof unique utterances andvocalizations for the day as shown onTable 4: The Lexeme.

    A lexeme must select at least oneutterance and one incantation fromeach vocalization level available toher. If she does not have anyvocalizations of a particular levelrecorded in her glossary, the numberof unique vocalizations of that type(utterances or incantations) that the

    lexeme may study for that day isreduced by 1. For example, if a 10thlevel lexeme does not have any 3rdlevel utterances recorded in herglossary, she can only study 5

    utterances for the day instead of theusual 6. Likewise, if a 20th levellexeme only has 6th levelincantations recorded in her glossary,and none from 1st to 5th level, shemay only study 3 incantations for theday instead of the usual 8 (she loses1 for each level she has noincantations recorded from).

    To use a vocalization, the lexeme

    must succeed on a Truespeak checkto speak it correctly, just like atruenamer. Until she studies herglossary again after a full rest, shehas access to the vocalizationsselected, and may use them as muchor as little as she likes.

    If a lexeme ever loses her glossary,she may not change the vocalizationsshe currently has studied, butneither does she lose access to them.She may rewrite her entire glossarywith a full weeks work and a library,hall of records, or other similarlocation. This produces a glossarywhich contains every vocalizationthat was in her glossary when it waslost or stolen.

    A lexeme can copy a vocalizationfrom another lexemes glossary. Thisrequires only an hour of work, and aDecipher Script check equal to 15 +twice the vocalization level.

    Truenaming: A lexeme can usetruenaming. At most class levels, shegains additional unique vocalizationsper day, as shown on Table 1.3: TheLexeme. A lexemes truenamer levelfor the purposes of her vocalizations

    is for all intents and purposes herlexeme level. However, she may take

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    longer to speak a memorized phrasewith more confidence.

    If a lexeme takes a standard action(instead of a move actions) to speak a

    vocalization, she gains a +1 bonus toher effective truenamer level for thisone vocalization.

    If a lexeme instead takes a full-roundaction to speak a vocalization, shegains a +2 bonus to her effectivetruenamer level for this onevocalization.

    To begin with, a lexeme may onlylearn 1st level truename effects. At

    her 4th, 7th, 10th, 13th, and 16thclass levels, she may begin to selectfrom the next level of truenameeffects.

    A lexeme only ever learns utterancesand incantations. Although she ismasterful at reciting memorizedpassages of truespeak, using arecitation requires modulations andinflections of the voice that can only

    be grasped through the extensivestudy of the truenamer.

    Confident Speaker (Ex): Because alexeme learns vocalizations throughrote memorization instead ofstudying the roots of the languageitself, her vocalizations are muchmore reliable than a truenamerswhen she takes the time to say themproperly.

    Beginning at 2nd level, whenever alexeme uses a standard or full-roundaction to speak a vocalization, shegains a competence bonus on herTruespeak checks equal to 1/2 herclass level. This bonus applies only tovocalizations learned through thisclass. She adds this same bonus toher absolute limit.

    Encyclopedic Knowledge (Ex):Beginning at 3rd level, a lexeme may

    make any kind of Knowledge check,even if she has 0 ranks in the skill.

    Facts and Figures (Ex): Beginning at5th level, a lexeme may make a

    special facts and figures knowledgecheck with a bonus equal to herlexeme level + her Intelligencemodifier to see whether she knowssome relevant information aboutstatistics, birth names, dates, orplaces. This check follows all thesame rules and Difficulty Classes asa regular Knowledge skill check, andall of the lexemes class featureswhich improve Knowledge skills also

    apply to this ability. Facts andFigures may be used in place ofbardic knowledge, lore, or a similarability to qualify for a prestige class,feat, or other relevant venue.

    Truenamer Level Bonus: At 6th,12th, and 18th levels, a lexeme gainsa +1 bonus to her effective truenamerlevel all the time.

    Fast Research (Ex): Beginning at 8thlevel, a lexeme begins to house a vastrepository of facts, names, dates, andplaces in her head. She may make atruename research check in half thenormal time (30 minutes).

    Intrinsic Almanac (Ex): Beginning at9th level, a lexeme gains acompetence bonus on all herKnowledge checks equal to 1/2 her

    class level. In addition, she doublesall synergy bonuses granted byhaving ranks in Knowledge skills.

    Self-Sufficient Study (Ex): At 14thlevel, the lexeme no longer requires alibrary, hall of records, or similarlocation to research truenames.

    Immediate Insight (Ex): Beginning at15th level, a lexeme reduces the timenecessary to make any kind ofKnowledge check by half. Thisincludes her truename research

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    checks, and stacks with her FastResearch class feature, meaning thatsuch checks now take one quartertheir original time (15 minutes).

    The Library That Lives (Ex): At 20thlevel, a lexeme has an incredible

    store of knowledge in her mind. Shemay always choose to take 20 on anykind of Knowledge check withoutincreasing the time required for theskill check.

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    New FeatsArdent Truenamer [Truename]Even while you pursue otherinterests, you continue to practiceyour truenaming.

    Requirements: Truespeak 4 ranks,ability to speak utterances.

    Benefit: You add a value to yourabsolute limit equal to the number ofclass levels you have which do notnormally contribute to it. If in thefuture you gain a level in a class

    which does not add to your absolutelimit, you still add 1 to it.

    Devoted Truenamer [Truename] You have spent long hours studyingthe roots of the true language, andthe results are starting to show asyou surpass your peers.

    Requirements: Truespeak 4 ranksBenefit: You gain a +1 bonus toTruespeak checks.

    Special: You can take this featmultiple times. Its effects stack.

    Empower Utterance [Truename] Your utterances have a bit morepunch to them.

    Requirements: Truespeak 9 ranks, 1previous truename feat.

    Benefit: You can apply a specialaugment to any utterance. Byincreasing the DC to speak theutterance by 5, all variable, numericeffects are increased by 50%.

    Extend Truespeech [Truename] Your truespeak effects linger long

    after your words have faded.

    Requirements: Truespeak 6 ranks, 1previous truename feat.

    Benefit: You can apply a specialaugment to any utterance orincantation with a duration of 5rounds. By increasing the DC tospeak the utterance by 5, the originalduration of the effect is doubled.

    Extra Utterance [Truename] You managed to squeeze one morelesson into your schedule.

    Requirements: Truespeak 8 ranks,ability to speak utterances.

    Benefit: If you learn vocalizationslike a truenamer, you learn oneutterance of a level you can alreadyspeak. If you memorize vocalizationslike a lexeme, you instead canmemorize one additional utteranceeach day, but not of the highest level

    you can choose from. If you havelevels in classes that allow you toprepare utterances in both ways, youhave clearly made some very baddecisions multiclassing, butnonetheless gain both benefits of thisfeat.

    Eye of Ethics [Truename]Many truths open themselves before

    your unclouded eyes.Requirements: Ability to speakrecitations, must be able to speak therecitation of the unclouded eye,Truespeak 8 ranks.

    Benefit: While you are in therecitation of the unclouded eye, youcan see the alignment of all beingsyou lay eyes on. This does notpenetrate effects such asundetectable alignment.

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    Eye of Nomenclature[Truename]Many truths open themselves beforeyour unclouded eyes.

    Requirements: Ability to speakrecitations, must be able to speak therecitation of the unclouded eye,Truespeak 15 ranks.

    Benefit: While you are in therecitation of the unclouded eye, youperceive the given name of all beingsyou lay eyes on. This ability does notwork if the being has nameresistance or the namelessness

    special quality.

    Eye of Vitality [Truename]Many truths open themselves beforeyour unclouded eyes.

    Requirements: Ability to speakrecitations, must be able to speak therecitation of the unclouded eye,Truespeak 5 ranks.

    Benefit: While you are in therecitation of the unclouded eye, youcan glean the exact hp value of allbeings you lay eyes on. This abilitydoes not work if the being has nameresistance or the namelessnessspecial quality.

    Maximize Utterance[Truename]Your utterances are irresistible.

    Requirements: Truespeak 13 ranks, 2previous truename feats.

    Benefit: You can apply a specialaugment to any utterance. Byincreasing the DC to speak theutterance by 10, all variable, numericeffects are maximized, as if they hadrolled for their maximum potential

    result.Mental Lexicon [Truename]

    With a memory like yours, who needsbooks?

    Requirements: Int 19, Glossary classfeature.

    Benefit: You have committed vasttracts of your glossary to memory. Iflost, stolen, or destroyed, you canrewrite your glossary with a singledays work and do not need access toany external resources.

    Normal: Normally if you lose yourglossary, it takes a weeks time torewrite it with reference to a library,hall of records, or similar institute.

    Obscure Truename [Truename] You have gone to great pains toobscure your name in the universe.

    Requirements:

    Benefit: You gain name resistance 2.This stacks with name resistance youget from any other source.

    Special: You can take this featmultiple times. Its effects stack.

    Penetrating Truespeech[Truename] Your truespeak effects penetratethrough your foes attempts toobscure their name.

    Requirements: Truespeak 12 ranks.Benefit: You gain a +3 bonus onTruespeak checks made to use atruespeak effect against a target withname resistance.

    Practiced Truenamer[Truename] Although youve broadened yourstudies, youve kept up on yourtruename training.

    Requirements: Truespeak 5 ranks.

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    Benefit: Your truenamer levelincreases by 4. Your truenamer levelcannot exceed your character level.

    Scourged Name [Truename]You have hunted down and destroyedall the references to your truenamethat you can find.

    Requirements: Obscure TruenameBenefit: The DC for any Knowledgecheck made to uncover yourtruename increases by 5.

    Too Many Eyes [Truename] Youve got enough eyes to sink afleet.

    Requirements: Ability to speakrecitations, Eye of Ethics, Eye ofNomenclature, Eye of Vitality, mustbe able to speak the recitation of theunclouded eye.

    Benefit: While you are in therecitation of the unclouded eye, you

    cannot be flanked.

    Truename Rebuttal [Truename]Youre accomplished at foiling enemytruenamers.

    Requirements: Truespeak 7 ranksBenefit: You gain a +3 bonus onTruespeak checks made tocounterspeak against another

    truenamer.Truename Research [Truename]Youre a true sleuth when it comes todiscovering truenames.

    Requirements: Int 17, Truespeak 10ranks

    Benefit: You can make any kind ofKnowledge check to uncover a

    personal truename, even if you haveno skill ranks in the necessaryKnowledge skill. In addition, yougain a +4 bonus on Knowledge checksto uncover personal truenames.

    Truename Training [Truename] Youve expanded your studies toinclude languages and ancient words.

    Requirements: Int 15

    Benefit: Truespeak and SpeakLanguage are always class skills foryou.

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    UtterancesUtterance Augmentation

    I said it before, but just in case youre skimming or something, here it is again.

    All utterances have their own special augment, but all utterances can use thefollowing augment:

    For every +1 modifier applied to the DC in this way, the absolute limit for thisone utterance is increased by 1.

    And verily, it bears mentioning again that even if you use an utterances specialaugment and this universal augment together, you cannot increase the DC bymore than your truenamer level.

    Utterances by levelLevel 1 Phrase of Speed

    Phrase of Vigor

    Syllable of Entropy

    Syllable of Pain

    Word of Battle

    Word ofDefenseLevel 2 Phrase of Balance

    Phrase of Fear

    Syllable of Affliction

    Syllable of Lightning

    Word of Combustion

    Word of Drowning

    Level 3 Phrase of Perfection

    Phrase of Wrestling

    Syllable of Confusion

    Syllable of Swiftness

    Word of Dragons

    Word of Stone

    Level 4 Phrase of Flight

    Phrase of Teleportation

    Syllable of Cleansing

    Syllable of the Minotaur

    Word of Precision

    Word of Temporal AcuityLevel 5 Phrase of Bombardment

    Phrase of Spirits

    Syllable of Temporal Displacement

    Syllable of Tesseract

    Word of Mental Fatigue

    Word of Wizardly Woe

    Level 6 Phrase of Domination

    Phrase of Temporal Acceleration

    Syllable of Death

    Syllable of Soul Entrapment

    Word of Conjunctive Action

    Word of the Two Fates

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    The UtterancesPhrase of BalanceUtterance 2

    Base DC: 18

    Duration: 5 roundsNormal: The target receives a +4truespeak bonus to avoid being bullrushed or tripped while standing onthe ground.

    Reverse: The target takes a -4truespeak penalty to avoid being bull

    rushed or tripped while standing onthe ground.

    Augmentation (normal): Byincreasing the DC by 10, the targetcan immediately stand up from aprone position without using anaction. The target still receives thenormal bonus from this utterance.

    Augmentation (reverse): Byincreasing the DC by 10, the target

    falls prone. The target still receivesthe normal penalty from thisutterance.

    Phrase of BombardmentUtterance 5

    Base DC: 34

    Duration: 5 roundsNormal: The target takes 10 damageeach round of a random energy type,as shown on the chart below (rolledrandomly each round).

    Reverse: The target gains resistance5 against one of the following energytypes: fire, cold, acid, electricity, orsonic.

    Augmentation (normal): For every +6modifier applied to the DC, the

    damage each round increases by 5.

    Augmentation (reverse): For every +4modifier applied to the DC, theenergy resistance granted increases

    by 5. Alternatively, by increasing theDC by 20, the target gains immunityto the specified energy types.

    d6 Roll Energy Type

    1 Fire

    2 Cold

    3 Acid

    4 Electricity

    5 Sonic

    6Target takes 1.5x as much damagefrom the attack this round; roll

    again to determine energy type,ignoring further 6s.

    Phrase of DominationUtterance 6

    Base DC: 42

    Duration: 5 roundsNormal: The target must succeed onan opposed Will save against youeach round. If you succeed, you maychoose the targets actions for thatround.

    Reverse: The target is freed from anykind of mental domination orinfluence for the duration of thiseffect.

    Augmentation (normal): For every +5modifier applied to the DC, theduration of this effect is increased by1 round.

    Augmentation (reverse): For every +5modifier applied to the DC, theduration of this effect is increased by1 round.

    Special: You may only have onetarget at a time under the influence

    of the normal version of thisutterance.

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    Phrase of FearUtterance 2

    Base DC: 22

    Duration: 5 roundsNormal: The fear of the targetimproves by one step (normal toshaken, shaken to frightened,frightened to panicked).

    Reverse: The fear of the target isreduced by one step (panicked tofrightened, frightened to shaken,shaken to normal).

    Augmentation (normal): Byincreasing the DC by 13, you mayincrease the fear of the target by 2steps.

    Augmentation (reverse): Byincreasing the DC by 13, you maydecrease the fear of the target by 2steps.

    Note: A creature cannot be under theinfluence of this utterance multiple

    times at once. Any new use of theutterance replaces the effects of theprevious vocalization.

    Phrase of FlightUtterance 4

    Base DC: 31

    Duration: 5 roundsNormal: The target gains a fly speedequal to their land speed (average).

    Reverse: The target loses any methodof flight, whatever the source. Theeffect is not dispelled or removed,merely suppressed for the duration ofthe utterance. The targetimmediately begins to fall if in theair.

    Augmentation (normal): For every +4modifier applied to the DC, theduration of this utterance improves

    by 1 round. Alternatively, for every+5 modifier to the DC, you canincrease the fly speed granted by 1/2the target's base land speed (roundeddown to the nearest 5ft. increment).

    Finally, for every +2 modifier appliedto the DC, you can alternativelychoose to increase themaneuverability granted by 1 stageup to a maximum of perfect.

    Augmentation (reverse): For every +4modifier applied to the DC, theduration of this utterance improvesby 1 round. Alternatively, byincreasing the DC by 10, you can

    negate any effects which would slowthe creature while falling such as theslow fall class feature or the featherfallspell.

    Phrase of PerfectionUtterance 3

    Base DC: 24

    Duration: 5 roundsNormal: The target gains a +2truespeak bonus to one ability scoreof your choice.

    Reverse: The takes a -2 truespeakpenalty to one ability score yourchoice.

    Augmentation (normal): For every +3modifier applied to the DC, you mayincrease the bonus granted by this

    effect by +1.

    Augmentation (reverse): For every +3modifier applied to the DC, you mayincrease the penalty applied by thiseffect by -1.

    Special: A target may only benefitfrom one use of this utterance at atime, even if you target a differentability score.

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    Phrase of SpeedUtterance 1

    Base DC: 14

    Duration: 5 roundsNormal: The target receives a +10ft.truespeak bonus to all forms ofmovement.

    Reverse: The target takes a -10ft.truespeak penalty to all forms ofmovement, to a minimum of 5ft.

    Augmentation (normal): For every +4modifier applied to the DC, the speed

    increase granted by this utteranceimproves by 5ft.

    Augmentation (reverse): For every +4modifier applied to the DC, the speedpenalty applied by this utteranceimproves by 5ft.

    Phrase of SpiritsUtterance 5

    Base DC: 40Duration: 5 roundsNormal: The becomes incorporealand gains a fly speed equal to halftheir land speed (perfectmaneuverability) (minimum 5ft.).

    Reverse: The target losesincorporeality and any supernaturalfly speed derived from saidincorporeality.

    Augmentation (normal): For every +5modifier applied to the DC, the flyspeed granted by this utteranceimproves by 5ft.

    Augmentation (reverse): For every +8modifier applied to the DC, theduration of this utterance improvesby 1 round.

    Phrase of TeleportationUtterance 4

    Base DC: 32

    Duration: 5 roundsNormal: The target may use a swiftaction for each round of the durationto teleport up to 15ft (as thedimension doorspell).

    Reverse: The target cannot useconventional teleportation of anykind.

    Augmentation (normal): For every +5modifier applied to the DC, thedistance the target can teleport eachround increases by 5ft.

    Augmentation (reverse): Byincreasing the DC by 15, the targetcannot use planar travel, either.

    Phrase of TemporalAccelerationUtterance 6

    Base DC: 48

    Duration: 5 roundsNormal: The target gains 1 extrastandard action to use in each roundof the duration of this effect.

    Reverse: The target loses itsstandard action in each round of theduration of this effect.

    Augmentation (normal): Byincreasing the DC by 20, the targetinstead gets two full complements ofactions (i.e. an additional swift,move, and standard action) eachround of the duration of this effect.

    Augmentation (reverse): Byincreasing the DC by 20, the targetcannot make use of any time-basedeffect for the duration of the effect,

    including (but not limited to)precognition, time stop, time hop, or

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    similar effects based on the DMsjudgment.

    Special: A specific target can only beaffected by this utterance once a day.

    Phrase of VigorUtterance 1

    Base DC: 12

    Duration: 5 roundsNormal: The target automaticallysucceeds on stabilization checks, anddoesnt take damage from bleedingwounds.

    Reverse: All wounds dealt to thetarget before the duration expiresdeal 1 additional damage for theduration of the utterance as thewound bleeds. Multiple wounds stackfor this effect, up to a maximum of 5bleeding wounds.

    Augmentation (normal): Byincreasing the DC by 5, the targetalso receives the benefit of a Healcheck (result equal to yourTruespeak check to use thisutterance).

    Augmentation (reverse): For every +4modifier applied to the DC, themaximum number of bleedingwounds improves by 1, and theduration improves by 1 round.

    Phrase of WrestlingUtterance 3

    Base DC: 26

    Duration: 5 roundsNormal: The target gains a +2truespeak bonus to grapple checks,and gains the improved grab ability.

    Reverse: The target takes a -2truespeak penalty to grapple checks,

    and cannot initiate grapples for theduration of this utterance.

    Augmentation (normal): For every +3modifier applied to the DC, the bonus

    granted by this utterance improvesby +1.

    Augmentation (reverse): For every +3modifier applied to the DC, thepenalty applied by this utteranceimproves by -1.

    Syllable of AfflictionUtterance 2

    Base DC: 20Duration: InstantaneousNormal: The target is either dazzledor fatigued for 1 minute or until thecondition is removed by other means.Multiple uses of this utterance dontstack on the same creature, even ifthey apply a different condition.

    Reverse: The target is healed of adazzled or fatigued condition.

    Augmentation (normal): Byincreasing the DC of this utterance,you can apply more powerfulconditions, as shown on the followingchart.

    DC increase Condition

    +2 Entangled

    +6 Sickened

    +10 Exhausted

    +12 Nauseated

    +14 Deafened

    +16 Blinded

    +20 Paralyzed

    Augmentation (reverse): Byincreasing the DC of this utterance,you can remove more powerfulconditions, as shown on the abovechart.

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    Syllable of CleansingUtterance 4

    Base DC: 30

    Duration: InstantaneousNormal: The target may immediatelymake a saving throw against apoison or disease in their body, as ifenough time had elapsed to allowthem to make a new save against it.If they succeed, the poison or disease(generally) ends, as normal for thepoison or disease.

    Reverse: The target takes a -10truespeak penalty on their nextsaving throw against poison ordisease.

    Augmentation (normal): For every +3modifier applied to the DC, thesaving throw the character makesgains a cumulative +1 truespeakbonus.

    Augmentation (reverse): For every +3modifier applied to the DC, the savepenalty applied by this utteranceimproves by -1.

    Syllable of ConfusionUtterance 3

    Base DC: 28

    Duration: InstantaneousNormal: The target becomes confuseduntil it acts normally (rolling 11-20to determine its actions).

    Reverse: The target becomes clear-headed, ending rage, frenzy, orconfusion.

    Augmentation (normal): If youincrease the DC by 15, the targetmust roll twice each round whileconfused, and you may select which

    roll applies.

    Augmentation (reverse): If youincrease the DC by 9, all moralebonuses and penalties currentlyaffecting the target are removed. Ifthe morale effect comes froma

    continual source, the bonus orpenalty is merely suppressed on thetarget for 1 minute. This does notstop the target from providing amorale bonus or penalty to someoneelse.

    Syllable of DeathUtterance 6

    Base DC: 65Duration: InstantaneousNormal: The target dies. If you failthe Truespeak check to deliver thisutterance, you die.

    Reverse: The target is restored to lifeat full hp, with no adverse effects.This version of the effect requires abody to target. If you fail the

    Truespeak check to deliver thisutterance, you die.

    Augmentation (normal): Thisutterance cannot be augmented inany way.

    Augmentation (reverse): Thisutterance cannot be augmented inany way.

    Syllable of EntropyUtterance 1

    Base DC: 15

    Duration: InstantaneousNormal: The target takes 1d4negative energy damage. If undead,they instead gain 1d4 temporary hitpoint.

    Reverse: The target gains 1d4temporary hit points. If undead, they

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    instead take 1d4 positive energydamage.

    Augmentation (normal): For every +1modifier applied to the DC, effect

    grants 1 additional temporary hitpoint to an undead. For every +2modifier applied to the DC in thisway, the target takes 1d4 additionalnegative energy damage.

    Augmentation (reverse): For every +1modifier applied to the DC, effectgrants 1 additional temporary hitpoint to a living being. For every +2modifier applied to the DC in this

    way, an undead takes 1d4 additionalpositive energy damage.

    Special: Temporary hit pointsgranted by this utterance last for upto 1 hour or until lost. They do notstack with temporary hit points fromany other source.

    Syllable of LightningUtterance 2

    Base DC: 19

    Duration: InstantaneousNormal: The target takes 1d4electricity damage. In addition, thetarget takes a penalty against thenext electricity effect, if any, thattargets it within 1 minute: it loseselectricity immunity against thiseffect, and its electricity resistance is

    reduced by 5 for the purposes of thisone effect.

    Reverse: The target gains electricityresistance 5 against the nextelectricity effect to target it within 1minute.

    Augmentation (normal): For every +2modifier applied to the DC, theelectricity damage dealt by this effect

    improves by 1d4. Alternatively, forevery +4 modifier applied to the DC,

    you may improve the vulnerabilityeffect duration by 1 minute. It stillonly applies against one effect withinthe duration (the first one to damagethe target).

    Augmentation (reverse): For every +3modifier applied to the DC, theelectricity resistance provided by thisutterance improves by 5.

    Alternatively, for every +4 modifierapplied to the DC, you may improvethe resistance effect duration by 1minute. It still only applies againstone effect within the duration (thefirst one to damage the target).

    Syllable of the MinotaurUtterance 4

    Base DC: 31

    Duration: InstantaneousNormal: The target is trapped in amental maze. Each round, they mustattempt a Survival check as a move

    action against a DC of 15 (the DC toavoid getting lost in the wilderness).Success indicated that they canotherwise act normally that turn.Failure indicates they cannot takeany other actions that turn. A targetmust succeed on their Survival checkthree times before this effect ends.This is a maze-based effect, andminotaurs and the like are immuneto it.

    Reverse: The target gains theNatural Cunning ability; theybecome immune to maze spells (aswell as the offensive application ofthis utterance), prevents them frombecoming lost, allows them to followtracks, and prevents them from beingcaught flat-footed. To maintain thiseffect, the target must succeed on aSurvival check every round as a freeaction. The DC for this effect begins

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    at 15, and increases by +2 every timethey succeed on the check.

    Augmentation (normal): For every+10 modifier applied to the DC, the

    target must succeed on oneadditional Survival check before theeffect ends.

    Augmentation (reverse): For every +4modifier applied to the DC, thetarget receives a +2 bonus on theSurvival check made to maintain thiseffect.

    Syllable of PainUtterance 1

    Base DC: 13

    Duration: InstantaneousNormal: The target takes 1d6nonlethal damage.

    Reverse: The target heals 1d6nonlethal damage.

    Augmentation (normal): For every +2modifier applied to the DC, thenonlethal damage dealt by thisutterance improves by 1d6.

    Augmentation (reverse): For every +2modifier applied to the DC, thenonlethal damage healed by thisutterance improves by 1d6.

    Syllable of ShoutingUtterance 2

    Base DC: 18

    Duration: Instantaneous; see text.Normal: The target is struck withloud, painful vibrations as youscream at the top of your lungs. Theytake 1d6 sonic damage, and aredeafened for 1 round.

    Reverse: The reverse of thisutterance internalizes the vibrationscreated in your target rather than

    striking them from without. Thetarget becomes exceptionallysensitive to sounds and vibrations.They gain a +2 truespeak bonus onListen checks, and their blindsense

    or blindsight, if any, increases by 5ft.However, they also take half again asmuch damage from the next soniceffect that hits them, which thenends this effect. Left to its owndevices, the bonus lasts for 1round/vocalizer level.

    Augmentation (normal): For every +4modifier applied to the DC, the sonicdamage increases by 1d6, and they

    are deafened for 1 additional round.

    Augmentation (reverse): For every +4modifier applied to the DC, theListen bonus increases by +1, and theblindsight/blindsense extensionimproves by 5ft.

    Syllable of Soul EntrapmentUtterance 6

    Base DC: 45

    Duration: InstantaneousNormal: This utterance must be usedin the round following the targetsdeath. The targets soul is imprisonedin some object on your person. Thisprevents any kind of attempt torestore it to life, unless the casterpossesses the object specified by you.

    Reverse: This utterance summonsthe soul of the target to be restored tolife, even if it is trapped by thenormal version of this utterance or asimilar effect or has been destroyedcompletely. This does not actuallyrestore life to someone, but itprovides the soul so that such anattempt can take place withoutresorting to wish, miracle, reality

    revision, or similar.Augmentation (normal): For every +5

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    modifier applied to the DC, you canuse this utterance 1 additional roundafter the death of the target.

    Augmentation (reverse): If youincrease the DC of the utterance by16, neither the target nor the casterof the resurrection effect aided bythis utterance lose any XP in the useof the resurrection magic, even if thespell, power, or similar effect wouldnormally consume XP.

    Syllable of SwiftnessUtterance 3

    Base DC: 24

    Duration: InstantaneousNormal: The target may immediatelymake a single melee attack. Tobenefit from this, the target musthave at least one attack ofopportunity remaining this round(this consumes its attack ofopportunity).

    Reverse: The target cannot make anattack of opportunity against thenext opportunity presented to it, ifany, within the next minute.

    Augmentation (normal): For every +8modifier applied to the DC, thetarget may immediately take oneadditional attack if it has enoughattacks of opportunity remaining thisround.

    Augmentation (reverse): For every +8modifier applied to the DC, thetarget cannot make one additionalattack of opportunity within the nextminute.

    Syllable of TemporalDisplacementUtterance 5

    Base DC: 34

    Duration: InstantaneousNormal: The target creature isshunted forward through time, as ifby the time hop psionic power, for

    1d6 rounds.Reverse: The target creature isreplaced by an earlier version ofitself. The duration of any timedeffects currently affecting it areincreased by 1d6 rounds, to amaximum length of their originalduration.

    Augmentation (normal): For every+10 modifier applied to the DC, the

    time-shunting effect extends anadditional 1d6 rounds.

    Augmentation (reverse): For every+10 modifier applied to the DC, theduration of effects currently affectingthe target improve by an additional1d6 rounds, to a maximum length oftheir original duration.

    Special: A target creature can only beaffected by the reversed effect of thispower once every hour.

    Syllable of TesseractUtterance 5

    Base DC: 40

    Duration: InstantaneousNormal: You teleport to anunoccupied square you can see.

    Reverse: You can teleport part of thetarget to another unoccupied squarewithin 60ft. of it. The targets currenthp is halved, and it appearsrandomly in one of the two squares(roll a d2). The target may make aReflex save against a DC of 20 tochoose which square to appear in.

    Augmentation (normal): If youincrease the DC by 18, you canattempt to teleport to a square you

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    resistance increases by 5, and thedamage reduction improves by 1/.

    Word of Combustion

    Utterance 2Base DC: 21

    Duration: 1 roundNormal: The target takes 1d6 firedamage, and immediately catches onfire for 1 round. Unlike conventionalfires, no Reflex saving throws areprovided against this effect, but theflames extinguish themselves after

    the duration.Reverse: If the target is on fire, theflames immediately extinguish. Inaddition, the target gains fireresistance 5.

    Augmentation (normal): For every +3modifier applied to the DC, the firedamage dealt by this utteranceimproves by 1d6, and the durationincreases by 1 round.

    Augmentation (reverse): For every +3modifier applied to the DC, the fireresistance granted by this utteranceimproves by 5, and the durationincreases by 1 round.

    Word of Conjunctive ActionUtterance 6

    Base DC: 52

    Duration: 1 roundNormal: The target may attempt twodifferent courses of action during thefollowing round. After he has seenhow each course of action would go,he may select whichever he prefers tohave actually occurred.

    Reverse: The target cannot take anyactions during the duration of this

    effect.

    Augmentation (normal): For every+10 modifier applied to the DC, theduration of this effect is increased by1. The target must treat each roundindividually, however; he may not

    reverse multiple rounds worth ofactions at once.

    Augmentation (reverse): For every+10 modifier applied to the DC, theduration of this effect increases by 1.

    Special: A target can only be affectedby this utterance once per day.

    Word of DefenseUtterance 1

    Base DC: 12

    Duration: 1 roundNormal: The target receives a +1truespeak bonus to AC.

    Reverse: The target takes a -1truespeak penalty to AC.

    Augmentation (normal): For every +2modifier applied to the DC, you mayextend the effect by 1 round, orimprove the bonus granted by thisutterance by +1.

    Augmentation (reverse): For every +2modifier applied to the DC, you mayextend the effect by 1 round, orimprove the penalty applied by thisutterance by -1.

    Word of DragonsUtterance 3

    Base DC: 26

    Duration: 1 roundNormal: The target gains a fly speedequal to twice its land speed(clumsy). In addition, it gains abreath weapon that can be used oncein the duration of the effect as astandard action. This breath weapon

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    is a 30ft. cone or 60ft. line, at thetargets discretion, and deals 3d6 firedamage. Targets of this breathweapon may attempt a Reflex savingthrow (DC 10 + 1/2 breathers HD +

    breathers Con modifier) for halfdamage.

    Reverse: The target loses theextraordinary ability to fly, andbegins to fall. In addition, if itpossesses a breath weapon, it cannotuse it for the duration of the effect.

    Augmentation (normal): For every +4modifier applied to the DC, the

    duration increases by 1 round, andthe damage dealt by the breathweapon increases by 1d6.

    Augmentation (reverse): For every +4modifier applied to the DC, theduration increases by 1 round.

    Word of DrowningUtterance 2

    Base DC: 18Duration: 1 roundNormal: The target loses theextraordinary ability to breathewater, any racial swim speed, anyracial Swim bonus, and the ability totake 10 on Swim checks.

    Reverse: The target gains a swimspeed equal to its land speed, a +8

    racial bonus on Swim checks, and theability to take 10 on Swim checks toavoid some special hazard, even ifstress or distraction would normallyprevent him from doing so. Inaddition, he gains the ability tobreathe water as well as air for theduration of the effect.

    Augmentation (normal): For every +4modifier applied to the DC, the

    duration of the utterance improvesby 1 round.

    Augmentation (reverse): For every +4modifier applied to the DC, theduration of the utterance improvesby 1 round.

    Word of HoarfrostUtterance 1

    Base DC: 15

    Duration: 1 round; see textNormal: The target is coated in afreezing layer of rime icing. Theytake 1d4 cold damage, and take thesame amount of damage at the

    beginning of your next turn. Inaddition, all of the movement speedsare halved until they take the seconddamage.

    Reverse: The target gains coldresistance 5 and seems to pulse withan inner fire. They become feverishand energized, granting them a +5ft.truespeak bonus to all of theirmovement speeds.

    Augmentation (normal): For every +2modifier applied to the DC, theinitial and secondary damageincreases by 1d4. Alternatively, forevery +7 modifier applied to the DC,the effect lasts one additional round.

    Augmentation (reverse): For every +4modifier applied to the DC, the coldresistance increases by 5, and thebonus to speed increases by 5ft.

    Word of Mental FatigueUtterance 5

    Base DC: 35

    Duration: 1 roundNormal: The targets manifester leveltakes a -2 truespeak penalty, and itloses 5 of its power points for the day.

    After the effect ends, its manifester

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    during the duration of this effect, andselect whichever result they prefer.

    Reverse: The target must roll twodice for every die they would

    normally roll during the duration ofthis effect, and you may selectwhichever result you prefer.

    Augmentation (normal): For every+10 modifier applied to the DC, theduration of this effect improves by 1round.

    Augmentation (reverse): For every+10 modifier applied to the DC, theduration of this effect improves by 1

    round.

    Word of Wizardly WoeUtterance 5

    Base DC: 35

    Duration: 1 round

    Normal: The targets caster leveltakes a -2 truespeak penalty, and itmust make a Concentration checkagainst the result of your Truespeakcheck used to activate this utterance

    in order to cast a spell while thiseffect persists.

    Reverse: The target gains atemporary +2 truespeak bonus to itscaster level, and doesnt need tomake a Concentration check to castspells while this effect persists.

    Augmentation (normal): For every +6modifier applied to the DC, the

    duration of this effect improves by 1round.

    Augmentation (reverse): For every +6modifier applied to the DC, theduration of this effect improves by 1round.

    IncantationsIncantations act very much like utterances, but dont target creatures. Insteadthey target items, the environment, or otherwise indirectly affect combat.

    Its also worth noting here again that you cant increase the DC of any truespeakeffect by more than your truenamer level.

    Incantations by levelLevel 1 Harden the Metal

    Move the Arrow

    Purify the Food

    Slick the Surface

    Level 2 Heat the Metal

    Sharpen the Blade

    Sully the Unseen

    Swallow the Light

    Level 3 Break the Sword

    Open the Way

    Shroud the Earth

    View the Secret

    Level 4 Dissolve the Bonds

    Move the Token

    Seize the Item

    Transmute the Iron

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    Level 5 Empower the Potion

    Flip the Ground

    Foil the Senses

    Stiffen the Air

    Level 6 Call the Wind

    Rebuild the Dweomer

    Rewrite the World

    Unhinge the Earth

    The IncantationsBreak the SwordIncantation 3

    Base DC: 22Duration: InstantaneousNormal: This incantation breaks anonmagical weapon of a hardness of10 or less as if it had been sundered.

    Reverse: This incantation repairs aweapon of a hardness of 10 or lessthat has been sundered. All of thepieces must be present to remake theweapon. This ability works on

    magical weapons as well, but doesnot replenish any used magicalabilities the weapon may possess.

    Augmentation (normal): For every +1modifier applied to the DC, themaximum hardness of a weapontargeted by this effect improves by 1.

    Alternatively, if you increase the DCby 10, you may attempt to sunder amagical weapon by succeeding on a

    truenamer level check against itscaster level.

    Augmentation (reverse): For every +1modifier applied to the DC, themaximum hardness of a weapontargeted by this effect improves by 1.

    Call the WindIncantation 6

    Base DC: 40Duration: 1 round

    Normal: This incantation causes anenormous blast of wind to strike inan area 100ft. in radius centeredaround you. You may choose thedirection the wind comes from. Thewind is travelling at 50 mph andthus is classed as severe. If there isexisting wind, it combines additivelywith your windstorms speed as longas you use the same direction.Otherwise, its speed is subtractedfrom the speed of your wind. You areimmune to the effects of your ownwind.

    Reverse: When reversed, thisincantation slows all wind in an area100ft. in radius centered around youby 10 mph.

    Augmentation (normal): For every +1modifier applied to the DC, the speedof your wind increases by 10 mph.

    Augmentation (reverse): For every +1modifier applied to the DC, the speedof the wind in the area decreases by

    an additional 10 mph.

    Dissolve the BondsIncantation 4

    Base DC: 26Duration: InstantaneousNormal: This incantation removesbonds, whether natural or magical innature. If physical, they simply slideoff the target, while they simply

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    dissolve if they are magical. Anyrestraining effect subject to freedomof movement is applicable to thisincantation. While this removes thebonds on the target, it does not

    remove the spell itself. For example,it removes the restrictions of anentangle spell on the target, but itdoes not end the spell or prevent thetarget from being caught by the vinesagain.

    Reverse: This incantation conjuresconventional ropes which are used tobind the target. You may substituteyour Truespeak check made to use

    this incantation as the Use Ropecheck made to tie the knots. If thebonds are removed, the ropes vanish.This is a finicky application of theutterance, and the target cannot bemoving for it to work. Thus, it isuseless against most targets incombat, although is still effectiveagainst a pinned creature.

    Augmentation (normal): For every +4modifier applied to the DC, this effectcan target 1 additional being.

    Augmentation (reverse): For every +2modifier applied to the DC, you gaina +1 competence bonus on theequivalent Use Rope check made totie the ropes.

    Empower the PotionIncantation 5Base DC: 30Duration: 1 roundNormal: The name of thisincantation is misleading; it cantarget any magical item with a spellstored in it, including potions, wands,scrolls, and similar items. You mayapply any metamagic effect with a +1

    spell adjustment level to the spellstored within it. If the item is used

    during the duration of this effect, thespell is modified by your metamagiceffect.

    Reverse: This incantation depletesthe power of a magic item. It targetsa charged item such as a wand orstaff, and destroys 1d6 chargesstored in it.

    Augmentation (normal): For every +7modifier applied to the DC, this levelof spell adjustment you can applywith metamagic increases by 1. Youcan apply multiple metamagiceffects, so long as the combined spell

    level adjustment does not exceed thetotal provided by this effect.

    Augmentation (reverse): For every +5modifier applied to the DC, youdestroy an additional 1d6 charges.

    Flip the GroundIncantation 5

    Base DC: 32Duration: 5 roundsNormal: This incantation causesgravity to reverse in a cylinder 5ft. inradius and 20ft. in height centeredaround a point of your choice.Everything in the area is affected asif by reverse gravity.

    Reverse: When reversed, thisincantation doubles the weight of all

    items and beings in a cylinder 10ft.in radius and 10ft. in height centeredaround a point of your choice. Theyreturn to their normal weight if theyleave the area before the durationends.

    Augmentation (normal): For every +6modifier applied to the DC, you canincrease the radius of the cylinder by5ft. Alternatively, for every +3

    modifier applied to the DC, you canincrease the height of the cylinder by

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    5ft. Finally, for every +4 modifierapplied to the DC, the duration of theeffect increases by 1 round.

    Augmentation (reverse): For every +5modifier applied to the DC, you canincrease the radius of the cylinder by5ft. Alternatively, for every +2modifier applied to the DC, you canincrease the height of the cylinder by5ft. Finally, for every +4 modifierapplied to the DC, the duration of theeffect increases by 1 round.

    Foil the Senses

    Incantation 5Base DC: 28Duration: 5 roundsNormal: The environment becomesblurry and hard to focus on. Anybodywithin 50ft. of you gains a +5truespeak bonus to Hide and MoveSilently skill checks as theenvironment becomes easier to sneak

    around in. This is a very subtlechange, and requires a Spot checkagainst your Truespeak check tonotice the difference in theenvironment.

    Reverse: The environment stands outin sharp relief to anyone trying tohide. Anybody within 50ft. of youtakes a -5 truespeak penalty to Hideand Move Silently skill checks. In

    addition, nobody in this area cangain concealment from a terrainfeature so long as this effect persists.This is a very subtle change, andrequires a Spot check against yourTruespeak check to notice thedifference in the environment.

    Augmentation (normal): For every +2modifier applied to the DC, the bonusgranted by this effect improves by +1.

    Augmentation (reverse): For every +2modifier applied to the DC, the

    penalty applied by this effectimproves by +1.

    Harden the Metal

    Incantation 1Base DC: 14Duration: 5 roundsNormal: This incantation improvesthe hardness of one piece ofequipment by 5.

    Reverse: This incantation reducesthe hardness of one piece ofequipment by 5.

    Augmentation (normal): For every +6modifier applied to the DC, theincrease in hardness improves by 5.

    Augmentation (reverse): For every +6modifier applied to the DC, thereduction in hardness improves by 5.

    Heat the MetalIncantation 2

    Base DC: 19Duration: 7 roundsNormal: This incantation acts as theheat metal spell, albeit withtruespeak characteristics (i.e. norange restriction, no saving throw,etc.)

    Reverse: This incantation acts as thechill metal spell, albeit withtruespeak characteristics (i.e. norange restriction, no saving throw,etc.)

    Augmentation (normal): For every +2modifier applied to the DC, the firedamage inflicted by the effectimproves by 1d4.

    Augmentation (reverse): For every +2modifier applied to the DC, the cold

    damage inflicted by the effectimproves by 1d4.

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    Move the ArrowIncantation 1

    Base DC: 13Duration: 1 roundNormal: While this effect lasts, youmay use an immediate action to adda +2 competence bonus to a rangedweapon attack roll.

    Reverse: You gain a +2 deflectionbonus to AC against ranged weapons.

    Augmentation (normal): For every +2modifier applied to the DC, the

    competence bonus granted by thiseffect improves by +1. Alternatively,for every +4 modifier applied to theDC, the duration of the effectimproves by 1 round.

    Augmentation (reverse): For every +2modifier applied to the DC, the bonusto AC granted by this effect improvesby +1. Alternatively, for every +4modifier applied to the DC, the

    duration of the effect improves by 1round.

    Move the TokenIncantation 4

    Base DC: 27Duration: Instantaneous or 5 rounds(reverse)

    Normal: This incantation teleportsan unattended nonmagical objectweighing up to 10 lb up to 10ft. in adirection of your choice. You may notimbed the object in living matter,although if you choose to place it in asolid object, it is shunted to thenearest available space and takes1d6 points of damage (penetratinghardness) per 5ft. shunted.

    Reverse: When reversed, thisincantation stops teleportationeffects in an area around you with a

    radius of 10ft. Anybody attempting ateleportation effect from within thatarea must make a caster level checkagainst a DC of 10 + your truenamerlevel or the effect fails.

    Augmentation (normal): For every +1modifier applied to the DC, themaximum weight of the objectincreases by 5 lb. Alternatively, forevery +1 modifier applied to the DC,the maximum distance you canteleport it increases by 10ft.

    Augmentation (reverse): For every +3modifier applied to the DC, you can

    increase the radius of the effect by5ft. Alternatively, for every +1modifier applied to the DC, the DC toresist the effect increases by 1.

    Open the WayIncantation 3

    Base DC: 23Duration: 5 roundsNormal: This incantation creates apassageway through a solid objectthat is no more than 5ft. thick. Thepassageway is large enough for asingle Medium-sized person at a timeto move through it.

    Reverse: This incantation removes asingle passageway by filling it inwith material similar to the areaaround it. For example, if it is a

    doorway through a stone wall, thedoorway is filled with stone of thesame thickness as the wall around it.

    Augmentation (normal): For every +6modifier applied to the DC, this effectcan target an object 5ft. thicker thannormal.

    Augmentation (reverse): For every +4modifier applied to the DC, the

    duration of this effect improves by 1round.

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    Purify the FoodIncantation 1

    Base DC: 11Duration: InstantaneousNormal: This incantation removespoison from a specified food. It cantarget one normal portion sufficientfor a single person with each use. Itcan only remove the poison if theFortitude save DC of the poison isless than the Truespeak check madeto speak this incantation. Thisincantation cannot remove magical

    poisons. It also renders the foodalmost entirely flavorless.

    Reverse: When reversed, thisincantation makes a portion of foodtaste delicious, enhancing its normalflavor. This also helps mask anypoison that might be in it, and forcesanybody eating it to take a -2circumstance penalty to anyFortitude save made against poison

    in the food.Augmentation (normal): For every +2modifier applied to the DC, oneadditional portion of food can betargeted.

    Augmentation (reverse): For every +2modifier applied to the DC, oneadditional portion of food can betargeted.

    Rebuild the DweomerIncantation 6

    Base DC: 33Duration: InstantaneousNormal: This incantation restores amagic item to the same state it wasin, in the previous round. Forexample, a wand targeted by this

    effect would regain a charge, while ascroll targeted would regain the spell

    stored in it. This incantation willwork on any item short of an artifact,although a single magic item canonly be affected once in any given 24-hour period.

    Reverse: This incantation targets amagic item with a spell stored in it,such as a potion, wand or scroll.Staffs are not valid targets, as theydon't actually store a spell in them.The item is subsumed as if the spellstored in it had been cast. If it hascharges, it loses 1d10 charges. Thisincantation will work on any itemshort of an artifact, although a single

    magic item can only be affected oncein any given 24-hour period.

    Augmentation (normal): Thisincantation cannot be augmented.

    Augmentation (reverse): Thisincantation cannot be augmented.

    Rewrite the WorldIncantation 6

    Base DC: 60Duration: InstantaneousNormal: One of the most powerfultruename effects, this incantationrewrites the world to include arevision introduced by you. You canchange virtually anything you canimagine, but the world will alwaystake the simplest method possible to

    introduce your change. The actualmechanics of this effect are left up tothe DM to adjudicate, but this effectcan provide any benefit a wishspellor similar effect can manage. Thetruenamer using this incantationtakes a -5 penalty to Truespeakchecks for 24 hours after using thisincantation. This penalty stacks withitself.

    Reverse: This potent version of theincantation can reverse a wish,

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    miracle, reality revision, rewrite theworld, or similar effect whichoccurred within the previous round.

    All consequences caused by thiseffect are removed or otherwise

    undone. The truenamer using thisincantation takes a -5 penalty toTruespeak checks for 24 hours afterusing this incantation. This penaltystacks with itself.

    Augmentation (normal): Thisincantation cannot be augmented.

    Augmentation (reverse): Thisincantation cannot be augmented.

    Seize the ItemIncantation 4

    Base DC: 26Duration: InstantaneousNormal: This incantation causes asingle unattended object weighing nomore than 5 lb to fly into your hand.The item can be no more than 30ft.

    away.Reverse: This incantation is a disarmattempt against the target. You maysubstitute a truenamer level check asyour disarm check. The target cannotattempt to disarm you if the attemptfails. This is still a disarm check, andyou can thus benefit from bonusessuch as the Improved Disarm feat.

    Augmentation (normal): For every +2modifier applied to the DC, themaximum weight of the objectincreases by 5 lb. Alternatively, forevery +2 modifier applied to the DC,the maximum range of thisincantation increases by 10ft.

    Augmentation (reverse): For every +2modifier applied to the DC, you gaina +1 bonus on the disarm check.

    Sharpen the BladeIncantation 2

    Base DC: 21Duration: 5 roundsNormal: This incantation targets aweapon that deals slashing damage.Its critical threat range is improvedby 1. This effect stacks with effectssuch as keen weapon.

    Reverse: This incantation targets aweapon that deals slashing damage.Its critical threat range is modified to20/x2.

    Augmentation (normal): For every +4modifier applied to the DC, theduration of this effect improves by 1round.

    Augmentation (reverse): For every +4modifier applied to the DC, theduration of this effect improves by 1round.

    Shroud the EarthIncantation 3

    Base DC: 23Duration: 10 roundsNormal: This incantation causeslight snow to fall in a 10ft. radiuscircle centered around a point of yourchoice. It takes 1 round for effects ofthe snow to take effect as it starts to

    pile up. After the duration hasexpired, the snow stops falling andthe snow either melts or remains asdetermined by the environment.

    Reverse: When reversed, thisincantation causes all snow in a 10ft.radius circle centered around a pointof your choice to instantly sublimate,leaving barren ground beneath.

    Augmentation (normal): For every +3modifier applied to the DC, the

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    radius of the circle increases by 5ft. Alternatively, by increasing the DCby 15, you can cause heavy snow tofall instead. It is treated as lightsnow the first round, and heavy snow

    for the remaining duration.

    Augmentation (reverse): For every +3modifier applied to the DC, theradius of the circle increases by 5ft.

    Slick the SurfaceIncantation 1

    Base DC: 15Duration: 5 roundsNormal: A 10ft. by 10ft. spacebecomes covered with a slipperysubstance. Anybody who movesthrough the square must make a DC10 Balance check or fall prone.Standing up requires anotherBalance check against the same DC.

    Reverse: A 10ft. by 10ft. spacebecomes exceptionally sticky. Moving

    through this space consumes 10ft. ofa creatures speed for every 5ft.traversed. In addition, if a creatureends their turn on the surface, theymust make a DC 10 Strength checkor be unable to move off the space for1 turn.

    Augmentation (normal): For every +4modifier applied to the DC, another5ft. by 5ft. square adjacent to the

    original area is affected. Alternatively, for every +5 modifierapplied to the DC, the durationimproves by 1 round.

    Augmentation (reverse): For every +4modifier applied to the DC, another5ft. by 5ft. square adjacent to theoriginal area is affected.

    Alternatively, for every +5 modifierapplied to the DC, the durationimproves by 1 round.

    Stiffen the AirIncantation 5

    Base DC: 28Duration: 5 roundsNormal: This incantation hardens airinto a rigid material. It allows you tocreate four separate 5ft. by 5ft.square platforms out of air. Thesecan be at any elevation you like, butthey cannot move after you haveused the incantation.

    Reverse: This incantation quells anyair effects in the area. It targets a

    wind wall, gust of wind, or similareffect, and suppresses the effect forthe duration of the incantation.

    Augmentation (normal): For every +6modifier applied to the DC, you cancreate one additional platform.

    Augmentation (reverse): For every +4modifier applied to the DC, theduration of this effect increases by 1

    round.Sully the UnseenIncantation 2

    Base DC: 20Duration: 1 roundNormal: While this effect lasts,invisibility is impossible in a 50ft.burst around you as dirt and other

    particulate attaches itself to everybeing in the area.

    Reverse: This incantation targets oneperson. All dirt and other substancesfly off the target, leaving themexceptionally clean, as if they had

    just taken a bath.

    Augmentation (normal): For every +3modifier applied to the DC, the range

    of the burst increases by 10ft.

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    Augmentation (reverse): For every +1modifier applied to the DC, this effecttargets 1 additional being.

    Swallow the LightIncantation 2

    Base DC: 17Duration: 5 roundsNormal: This incantation causesmagical darkness to permeate anarea 10ft. in radius, centered arounda point of your choice.

    Reverse: When reversed, thisincantation dispels any magicaldarkness in an area 10ft. in radius,centered around a point of yourchoice. You must make a truenamerlevel check against a DC of 10 + thecaster level of the effect to dispel thedarkness.

    Augmentation (normal): For every +2modifier applied to the DC, theradius of the area effected increases

    by 5ft. Alternatively, by increasingthe DC by 10, you can make thedarkness so deep that darkvisioncannot penetrate it. At this point,only devils and others with the See inDarkness ability can see through it.

    Augmentation (reverse): For every +2modifier applied to the DC, theradius of the area effected increasesby 5ft. Alternatively, for every +1

    modifier applied to the DC, you gaina +1 bonus on the opposed levelcheck.

    Transmute the IronIncantation 4

    Base DC: 25Duration: 5 roundsNormal: This incantation alters thecomposition of one iron weapon so

    that it is made of a different metal,such as cold iron, silver, oradamantine. Although this is chieflyfor the purposes of overcomingdamage reduction, the weapon still

    gains any other properties associatedwith the material, such as the -1penalty to attack rolls for being madeof silver.

    Reverse: This incantation alters thecomposition of one weapon so that itis made of conventional iron.

    Augmentation (normal): For every +5modifier applied to the DC, you can

    target an additional weapon. You donot need to make all the targets intothe same kind of metal.

    Augmentation (reverse): For every +5modifier applied to the DC, you cantarget an additional weapon.

    Unhinge the EarthIncantation 6

    Base DC: 31Duration: InstantaneousNormal: This incantation transformsthe area in 100ft. around you intodifficult terrain (see the PlayersHandbook, page 148). In addition, allbeings standing on the ground in thearea aside from you are blown away.They are knocked 1d4 x 10ft. awayfrom you, and fall prone. Only

    targets of your size or smaller areaffected by this.

    Reverse: This incantation removesall terrain features that providecover in an area of 100ft. around youas the earth swallows anyaberrational feature to smooth out atyour command. If in an urbansetting, buildings are not affected bythis. Rubble, trees, bushes, and thelike are removed from the area.

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    Augmentation (normal): For every +5modifier applied to the DC, beings inthe area are knocked an additional1d4 x 10ft. away from you.

    Augmentation