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Truename Magic
Many mages utilize truenames to make their spells more potent against their foes, but using the truenames themselves as a form of magic is a less known art. A mage trained in truename magic can harness the truenames of concepts, like “Fire” or “Protection”, to achieve different effects. Furthermore, truename magic basically reshapes reality itself, instead of forcing arcane upon the world, making it a potentially limitless resource (unlike spells, which are limited by the casters magical stamina). On the other side, simply speaking a truename does not have an effect – it needs to be imbued with power to use it.
Mechanics
All truename feats confer spell-like abilities to the user and they are usable at will. They need, however, an investment: They can only be used, if a spell slot is invested. The level of the invested spell slot determines the power of the ability. Investing a spell slot takes 1 round of concentration and provokes attacks of opportunity. An invested spell slot cannot be used to cast spells.
A spellcaster undo this effect, i.e. regain an invested spell slot, by taking another round of concentration.
A spellcaster cannot invest a single spell slot into more than one truename feat at once.
Notes
Some truename feats use immediate actions, as found in the d20 SRD.
Several truename feats are presented below:
Command of Movement [Truename]
You speak the word of movement itself to move something around.
Prerequisites: Ability to cast 3rd-level spells.
Benefit: As a standard action, you can move a creature or object within 30 feet. The moved distance and weight limit depends on the invested spell slot. A will save (DC equal 10 + invested spell slot + Charisma-Modifier). You cannot invest a spell lower than 3rd-level.
Floating Word [Truename]
By mumbling words of air and flight, you grant the power of flight to yourself.
Prerequisites: Ability to cast 4th-level spells.
Benefit: As a full-round action, you gain fly speed, depending on the invested spell slot. This effect lasts as long as the spell slot remains invested. You cannot invest a spell lower than 4th-level.
Illuminating Word [Truename] You can infuse the principle of light into something you touch to cause it to glow. Prerequisites: Ability to cast 1st-level spells. Benefit: As a standard action, you cause a held object to glow, illuminating a radius equal to the invested spell level times 5 feet. This effect is active, as long as the spell slot is invested and you are holding the object.
Protective Utterance [Truename]
Uttering the principle of protection itself, you gain temporary protection against harm.
Prerequisites: Ability to cast 2nd-level spells.
Benefit: As an immediate action, you gain damage reduction equal to the invested spell level. This damage reduction only affects the next attack made against you and expires at the end of your turn.
Soothing Words [Truename]
By speaking words of wholeness, you can undo wounds.
Prerequisites: Ability to cast 1st-level spells.
Benefit: As a standard action, you touch a living creature and heal damage equal the invested spell level. You can only heal damage inflicted on the target in the last round, i.e. you can never raise the target’s total hit points over its total hit points at the end of your last turn.
Notes: If you are using this feat, you should announce its use, when an intended target takes damage to allow your DM to track the hit point total.
Utterance of Crafting [Truename]
Using words of truename magic, you improve your abilities to physically craft objects.
Prerequisites: Ability to cast 1st-level spells.
Benefit: As a full-round action, you gain a competence bonus equal the invested spell slot to a chosen Craft skill in which you have at least one rank. This competence bonus lasts as long as the spell slot remains invested or until another Craft skill is chosen (another full-round action).
Word of Fire [Truename]
By speaking the truename of fire, you can call forth a flame in your palm.
Prerequisites: Ability to cast 1st-level spells.
Benefit: As a move action, you can create a flame in your hand. You can touch a target with it or hurl it as a ranged touch attack over a distance of up to 30 feet (both requiring a standard action). Using the flame at touch range does not extinguish it, thus it can be used again, without need to create it again. Hurling the flame extinguishes it.
The flame deals damage depending on the invested spell slot:
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