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Beneath the sounds of everyday life, unheard plethora of near-homophones within the language
even in the stillness of the deepest caverns, is an using the wrong wording is a common occurrence.
endless litany of words spoken by a hundred Occasional accidents have occurred in the
thousand voices. The endless chant of unheard speaking of truenames, where a slip of the tongue
words are the driving force of existence, speaking created a meaningful sentence of undesired effect,
what was, what is now, and what will come in an but thankfully such events are rare.
endless roll. The words they speak are not from Beyond the more general purpose truenames
any mortal tongue, but a language of infinite are the equivalent of proper nouns in Truespeak.
complexity older than the stars and the sands of Called personal truenames, these words have only
the sea. This language is the language of a single meaning, naming a single creature, place,
Truespeak. or object. Harder to speak than an 'ordinary'
The words of Truespeak hold great power over truename, a personal truename also has more
the nature of reality. With a few words of power over its subject than any other word.
Truespeak, one can cause the earth to quake and Perhaps the most fearsome event possible is to
the dead to rise. Even the most rudimentary hear that an enemy knows your personal truename.
student of Truespeak can call fire from thin air and Other disciplines have tapped into some of the
levitate small objects. Those who wield the power power of truenames, devising spells such as the
of truenames tap a power that rests between the power word line or the command spell that take a
arcane and the divine, the unbridled force of the few of the more easily spoken truenames and
cosmos itself. enhance their potency with another mystical force,
However, the power of Truespeak is not but most such is mere dabbling. To truly use the
without its drawbacks. Its words were never made power of truenames, one must spend a lifetime
to be spoken by the mortal tongue. They are studying its possibilities and grammar.
incredibly long, full of strange intonations, odd
inflections, and requiring exacting cadence to be
intelligible. Written collections of truenames
devote pages to explaining the pronunciation of a
single word and most beginning students require
weeks of study and practice before they can
reliably pronounce the most common of
truenames. Even masters of Truespeak find it
difficult to construct more than rudimentary
sentences in the language, for it is exactingly
specific in its meaning and unambiguous in its
syntax.
The language of Truespeak consists of
countless words, each with a unique meaning.
Even the most general purpose truenames
translates to things such as "the orc charging
towards me" or "the sword carried by my friend".
Using the wrong wording when trying to invoke
truename magic results in sentences of
unintelligible gibberish or meaningless strings of
words instead of the desired effect and with the
Chapter One
Classes
There are not many who choose to pursue the power of
Truespeech. The amount of study required to master the
Class Features
idiosyncratic pronunciation of the language deters all but the All of the following are class features of the Truenamer.
most dedicated. Below are presented two base classes who Weapon and Armor Proficiency: You are proficient
master this difficult art. with simple weapons and with light armor, but not with
shields.
Known Personal Truename: You know your own
The Truenamer personal truename. You cannot pronounce it automatically;
doing so requires a Truespeak check as normal (including the
A truenamer studies the words that comprise the fabric
of existence. Long hours of practice and memorization have +2 difficulty for speaking a personal truename). Because it's
allowed him to master the language by which the universe your personal truename, however, you get a +4 bonus on the
defines itself and through his mastery can bend reality to his check.
will. Utterances (Sp): You have the ability to speak
Alignment: Any utterances, powerful combinations of truenames that can
Starting Gold: 4d4 x 10 alter the world in fundamental ways.
Starting Age: As Wizard Utterances exist in three lexicons: The Lexicon of the
Hit Dice: d6 Evolving Mind, the Lexicon of the Crafted Tool, and the
Lexicon of the Perfected Map. You begin play knowing two
utterances from the 1st level of the Lexicon of the Evolving
Class Skills Mind, and you gain one utterance from this lexicon at each
The Truenamer's Class Skills are Bluff, Concentration, truenamer level you attain. You gain access to higher levels
Craft, Decipher Script, Diplomacy, Knowledge (All skills of utterances at the levels indicated on the table. When you
taken individually), Listen, Perform (Oratory), Profession, gain access to higher level utterances, you can choose an
Sense Motive, Speak Language, Spellcraft, Truespeak, and utterance from that level or from a lower level, if you wish.
Use Magic Device. Each utterance represents hundreds of truenames in your
Skill Points at 1st Level: (4 + Int modifier) x4 repertoire.
Skill Points at Each Additional Level: 4 + Int modifier
The Truenamer
Base Attack Fort Lexicon of the Evolving Lexicon of the Lexicon of the
Level Bonus Save Ref Save Will Save Special Mind Crafted Tool Perfected Map
4th +3 +1 +1 +4 5 1 -
6th +4 +2 +2 +5 7 2 -
8th +6/+1 +2 +2 +6 9 3 1
9th +6/+1 +3 +3 +6 10 4 1
13th +9/+4 +4 +4 +8 14 6 3
14th +10/+5 +4 +4 +9 15 6 4
Truespeak
Truename magic is, unlike other forms of magic, the spell fails. This effect only works on ordinary objects that
entirely reliant upon the practitioner's skill. No manner of are withing 60 feet and cannot affect anything beyond 30
supernatural relatives, arcane implements, or divine patrons pounds in weight.
can substitute for capability at the exacting diction required Whisper of Radiance: Your words cause an object within
to speak the words of the cosmic language. 60 feet to glow like a torch, shedding bright light in a 20-foot
radius (and dim light for an additional 20 feet). The effect is
immobile but can be used on a mobile object. Such light
Truespeak (Int; Trained Only) taken into an area of magical darkness does not function.
Use this skill to master the torturous pronunciation of This effect lasts for one minute and does not work on any
truenames, each of which involves a dozen syllables, precise magical object or any unwilling attended object.
timing, and vocalizations foreign to even the most Whisper of Motion: A few words of Truespeech and
multilingual character. If you're a truenamer or academic, some concentration are all you need to move a small object
you use this skill every time you deliver an utterance. around the room. You can only affect unattended, mundane
Check: You can pronounce truenames, identify an objects weighing a pound or less and the object must be
utterance, and perform truename magic. The DC and the within 60 feet. Each round you concentrate, you can move
effect of a successful check depend on the task you attempt. the object 10 feet. You can concentrate on this effect for up
Task Truespeak DC
to 5 rounds.
Speak an Utterance from the DC 15 + (Utterance Level x 2) + Creature's CR
Lexicon of the Evolving Mind* Whisper of Fire: With a single word, you cause a bright
Speak an Utterance from the DC 15 + (Utterance Level x 2) + Object's Caster Level
spark of flame to come into existence. This small burst of
Lexicon of the Crafted Tool* fire deals 1 point of fire damage to one creature or object
Speak an Utterance from the DC 25 + (Utterance Level x 5) [+ 5 if the location is magical] within 60 feet. This fire damage is enough to light extremely
Lexicon of the Perfected Map*
flammable substances, such as oil or paper, on fire. When
Identify an utterance as it is spoken DC 15 + Utterance Level
used on an object, use the object's caster level (if it has one)
Identify a Truespeak effect that is DC 20 + Utterance Level
already in place
in place of it's CR.
Identify a bottled echo DC 20 + Utterance Level
Echo of Magic: You speak a word of Truespeech to an
item in your hands and the magic within that item resonates
Whisper of Opening* DC 15
with the language of the universe. This causes the magic
Whisper of Radiance* DC 15
item you hold to produce a musical chime, the pitch and tone
Whisper of Motion* DC 15
of which changes depending on the school of magic
Whisper of Fire* DC 15 + Targets CR
associated with it. You can identify that school with a
Echo of Magic* DC 15 Spellcraft check (DC 15 + half the object's caster level).
Action: Speaking a truename is a standard action that Using this effect on a non-magical item produces no sound.
provokes attacks of opportunity.
Try Again: Yes.
Synergy: If you have 5 or more ranks in Truespeak, you
gain a +2 bonus in any Knowledge checks made to conduct
truename research.
Spells
A spell is an object and so can be affected by some
Utterances from the Lexicon of the Crafted Tool. A spell uses
the caster level it was cast at to set the DC of a Truespeak
check that targets the spell. If you have not successfully
identified the spell (through a successful Spellcraft check or
some other ability), the Truespeak DC increases by 5.
Whispers
The following are spell-like abilities, equivalent to a 0
level spell. They have an effective caster level of 1.
Whisper of Opening: You can open or close (your
choice) a door, chest, box, window, bag, bottle, or any other
container with a single word. If anything resists this activity,
Chapter Three
Truename Feats
The following feats are of interest to anyone who deals Benefit: You learn one 1st level utterance from the
with truenames on a regular basis, whether they are Lexicon of the Crafted Tool.
truenamers, dabblers in Truespeak, or opposed by those Special: You can take this feat more than once.
wielding the power of utterances.
Lesser Utterance of the Crafted Tool
Feat Descriptions Your ability to manipulate objects with words of
Truespeak improves.
Prerequisites: Truespeak 12 Ranks, ability to speak at
Truename Training least two utterances.
Unlike most of your peers, you have discovered the Benefit: You learn one 2nd level utterance from the
secret power of truenames. Lexicon of the Crafted Tool.
Benefit: The Truespeak skill is a class skill for you, no Special: You can take this feat more than once.
matter what class you actually choose. If you purchased
ranks in Truespeak as a cross-class skill, you immediately
gain additional ranks in Truespeak as if it had always been a Least Utterance of the Perfected Map
class skill for you. The power of Truespeech can alter the state of reality
Normal: The Truespeak skill is a class skill only for itself. Reaching towards this great power, you have mastered
truenamers and academics. an utterance from the Lexicon of the Perfected Map.
Prerequisites: Truespeak 12 ranks, ability to speak at
least two utterances.
Least Utterance of the Evolving Mind Benefit: You learn one 1st level utterance from the
Your mastery of Truespeech has led you to the Lexicon of the Perfected Map.
understanding necessary to perform a simple utterance from Special: You can take this feat more than once.
the Lexicon of the Evolving Mind.
Prerequisites: Truespeak 6 ranks.
Benefit: You learn one 1st level utterance from the Utterance of the Evolving Mind
Lexicon of the Evolving Mind. Your mastery over the truenames of creatures continues
Special: You can take this feat more than once. to expand.
Prerequisites: Truespeak 9 ranks, ability to speak
utterances from the Lexicon of the Evolving Mind.
Lesser Utterance of the Evolving Mind Benefit: You learn one utterance from the Lexicon of
Your further mastery of Truespeech allows you to wield the Evolving Mind. The level of this utterance can be no
its power more effectively against creatures. greater than the highest level utterance you know from the
Prerequisites: Truespeak 9 ranks, ability to speak at Lexicon of the Evolving Mind.
least one utterance. Special: You can take this feat more than once.
Benefit: You learn one 2nd level utterance from the
Lexicon of the Evolving Mind.
Special: You can take this feat more than once. Utterance of the Crafted Tool
Your mastery over the truenames of objects continues to
expand.
Greater Utterance of the Evolving Mind Prerequisites: Truespeak 12 ranks, ability to speak
Your studies of Truespeak unlocks some of its greater utterances from the Lexicon of the Crafted Tool.
secrets, granting you great power over your fellow beings. Benefit: You learn one utterance from the Lexicon of
Prerequisites: Truespeak 12 ranks, ability to speak at the Crafted Tool. The level of this utterance can be no greater
least two utterances. than the highest level utterance you know from the Lexicon
Benefit: You learn one 3rd level utterance from the of the Crafted Tool.
Lexicon of the Evolving Mind. Special: You can take this feat more than once.
Special: You can take this feat more than once.
Utterances
An utterance is a combination of words in Truespeech
that describe a creature, place, or object to be affected and Truename Resistance
the desired effect (such as "control speed" or "wreathe in Some creatures are surprisingly difficult to describe
fire"). By putting these truenames together in exacting using truespeak, more so than similar creatures. These
fashion, you create a rudimentary sentence in the language of creatures are said to have truename resistance. When
the universe - an utterance. As a truenamer, you don't know attempting to speak the truename of a creature with truename
the truename for every creature and object in the world, but resistance, add the value of the creature's truename resistance
you can describe them in the language of Truespeech. To do to the final Truespeak DC before determining if the
so is to speak an utterance. When you speak an utterance creature's truename was spoken correctly.
properly, reality reshapes itself to conform to the power of
your words.
You learn utterances as you progress in level, starting School
with the simplest creature-oriented utterances and All utterances, when viewed with detect magic or other
progressing to more powerful and more diverse utterances. such effects, detect as being from the universal school of
Utterances are divided into three lexicons, or groups of magic.
related words. As a truenamer, you learn many words in
Truespeech, but only a few practiced phrases that you can
turn into true utterances that carry the full power of
Target
Truespeech - and that power can change reality itself. With the exceptions of utterances from the Lexicon of
Utterances can be described as follows. the Perfected Map and utterances affected by the class ability
Speak Unto the Masses, all utterances affect only a single
creature or object. Because the language of truenames is both
Speaking an Utterance exacting and specific, the same truename does not
To speak an utterance, you need only speak in a clear necessarily apply to all four orcs charging you.
voice as loud as a spellcaster. However, because the If you cannot see your target (or at least perceive it in
language of truenames requires such precision of some other way that gets you as much information as sight)
pronunciation and timing, an utterance takes a standard you take a -10 penalty on your Truespeak check unless you
action to perform and provokes attacks of opportunity from are using a personal truename (in which case only the normal
threatening enemies. difficulty increase for speaking a personal truename applies).
An utterances is a spell-like ability with a verbal Your target does not need to be able to hear the truename.
component (unlike other spell-like abilities, which have no You arent speaking to the target, after all; You're using
components) that requires a successful Truespeak check to truenames to speak to the cosmos about the target.
complete. Your effective caster level for your utterances is Unless otherwise noted, a truenamer still needs line of
your ranks in Truespeak - 3. effect to his target in order to affect it with his utterances.
For utterances from the Lexicon of the Perfected Map, this
Utter Defensively means you must be able to see the center of the area you're
If you're worried about attacks of opportunity, you can truenaming. You can't truename a dungeon chamber that's on
utter defensively by accepting a -5 penalty on your the other side of a closed door, but you can truename the
Truespeak check for each foe who would hit you. In room once you open the door, even if you can't see the entire
exchange, the utterance no longer provokes attacks of room from the outside.
opportunity.
The Universe Hears Just Fine
Spell Resistance Because no creature needs to hear you speak a
Spell resistance applies to your utterances, so you must truename, a silence spell won't automatically stop your
succeed on a caster level check to overcome the spell utterances. It is more difficult to speak a truename properly
resistance of creatures you speak utterances on. Because when you don't have the feedback of hearing your own
your utterances are spell-like abilities, the Spell Penetration voice. You have a 20% chance of a given utterance failing
and Greater Spell Penetration feats make those caster level when you deliver it from within the area of a silence spell,
checks easier, just as they do for spellcasters. no matter how high your Truespeak check result.
If you wish to dispense with spell resistance entirely
when speaking an utterance, you can voluntarily increase the Range
DC of a Truespeak check by 5 to automatically overcome a Unless otherwise specified, utterances work at a range
target's spell resistance. of 60 feet.
Duration Counterspeaking and Dispelling
Utterances have short durations, usually a minute or Utterances with ongoing durations can be dispelled
less. Your use of truenames reorders the universe as you normally using dispel magic. They can also be countered by
direct, to be sure, but the universe soon reestablishes some couterspeaking, which works similarly to countering a spell.
semblance of the status quo.
When you deliver an utterance, you are remaking reality Counterspeaking
itself. Whether the "default reality" returns quickly or slowly, To counterspeak an utterance, you must select an
it does so at its own pace. Once you've delivered an opponent as the target of the counterspeaking and ready an
utterance, it will run its full course; Utterances arent action to counterspeak. When your opponent begins to speak
dismissible. an utterance, you must first successfully identify the
utterance (a Truespeak check that does not take an action). If
Saving Throw you also know that utterance, you can attempt a second
Most utterances don't allow saving throws. For those Truespeak check in an effort to counter the utterance. If your
that do, the Difficulty Class of Saving Throws against check result is higher than your opponent's, you negate the
utterances are equal to 10 + 1/2 your character level + your utterance entirely with no other results.
Int modifier.
Dispelling
Effective Spell Level To dispel an ongoing utterance, you must know that
The effective spell level of an utterance from the utterance and successfully speak it on the same target as the
Lexicon of the Evolving Mind and the Lexicon of the original utterance. If your Truespeak check is higher than the
Crafted Tool is equal to its utterance level for the purpose of original truenamer's check result, the utterance is dispelled as
Concentration checks as well as for interactions with other if its duration had expired. In cases where the Truespeak
spells and abilities, such as globe of invulnerability. check is unknown, assume that it's 11 + the truenamer's
Utterances from the Lexicon of the Perfected Map have an Truespeak bonus.
effective spell level four higher than their actual level.
Developing a New Utterance
The Laws Much as a wizard can, through study and
Utterances obey a pair of important universal laws that experimentation, create a new spell, those that use the power
govern Truespeech. Both of these laws apply to nearly all of Truespeak can piece together a new utterance through
applications of Truespeech, even those not involving intensive study of the language of Truespeak.
speaking utterances. If the DM decides to allow characters to develop new
utterances, use these guidelines to handle the situation.
Anyone who knows Truespeak can research a new
The Law of Sequence utterance, even those unable to use such effects themselves.
If you speak an utterance with an ongoing duration, you The research involved requires access to well-stocked
can't speak that utterance again on that subject until the libraries, research assistants, and so on, costing 1000 gp per
previous utterance has run its course. It's okay to use a week and taking one week per level of the utterance. At the
different utterance on the target while the first is still active end of that time, the character makes a Decipher Script
or to use the same utterance on another target, however. The check, (DC 10 + utterance level). If the utterance being
reverse of an utterance is treated as the same utterance for researched belongs to the Lexicon of the Perfected Map,
the the purpose of the Law of Sequence. increase the difficulty by 4. If the check succeeds, the
For example, you could speak an incarnation of angels character has successfully created the desired utterance. If
on one ally, then speak a reversed incarnation of angels on the check fails, the character must go through the research
another, but you could not use the reversed version on the process again if he wishes to keep trying.
first ally until the existing utterance's duration lapses. If the character learns utterances like a truenamer, he
can choose to add the utterance to his repertoire of utterances
The Law of Resistance immediately by swapping out an utterance he currently
The first time that you speak a particular utterance each knows of equal or greater level or he can choose to take the
day, you calculate the DC as normal. However, the universe utterance as one of his new utterances any time he gain a
tends to resist being manipulated with Truespeak repeatedly level. If the character learns utterances like an academic, he
in a short period of time, so each time you successfully speak can immediately scribe the utterance into his phrasebook.
the same utterance in the same day, the DC of your Characters incapable of learning utterances that create a new
Truespeak check for that utterance increases by 2. If you fail utterance can still record their discovery for study by those
a Truespeak check, however, the DC does not increase on that can learn and use utterances.
your next attempt of that utterance.
DC of this check is equal to 20 + the creature's CR, 20 + the
Personal Truenames object's caster level (if it has one), or is based on the relative
Everything that exists has a personal truename, right importance of a location (see below). If you have the bardic
down to individual grains of sand. Some of these can be knowledge class feature, you can substitute a bardic
discovered through mundane research, but the more obscure knowledge check for the Knowledge check.
personal truenames require divinations or even more Just one success is rarely enough to discover a personal
powerful effects to discover. Personal truenames are more truename. You need a number of successes equal to 1/2 the
complex than more general truenames, but knowing one creature's CR, 1/2 the object's caster level, or to some
gives your utterances more power when used on that number based on the relative importance of the location
particular creature, place, or object. (minimum 1; see below). Each Knowledge check to discover
If you know something's personal truename and use it as a personal truename takes one week and costs 1000 gp (for
part of an utterance, the save DC of your utterance increases various research supplies, library fees, bribes, meditative
by 2 and the utterance has an additional effect on that incense, and so on). Spells cast as part of truename research
creature in addition to its normal effect. However, an need not be cast by you, but must be cast with the intent of
utterance spoken using a personal truename can only target discovering the researched truename.
the creature, place, or object whose name it incorporates. The research process is interruptible at any time. If you
Speaking a personal truename is also more difficult than an need to go adventure, just keep track of how many
ordinary utterance. The DC of a Truespeak check that successful checks you've made so far, then resume your
incorporate the personal truename of a creature or object research when your schedule allows.
increases by 2 and the DC of a Truespeak check that Personal Truename Research DCs
incorporates the personal truename of a place increases by 5.
Subject Difficulty Class Number of Checks Required
All truenamers and academics learn their own personal
truenames as part of their education. You have an instinctive Creature DC 20 + creature's CR 1/2 creature's CR
understanding of your own personal truename and a sense of Object DC 20 + object's caster level 1/2 object's caster level
how it should be pronounced. It's not enough to guarantee Spell DC 20 + (3 x spell's level) Spell's level
automatic success, but you gain a +4 circumstance bonus on Common location (such as a DC 25 2
tavern)*
Truespeak checks to affect yourself with truename magic
Important Location (such as a DC 30 5
using your personal truename or otherwise pronounce your king's palace)
own personal truename. Famous Location (such as the DC 35 7
Cliffs of Despair)
When you deliver an utterance, you're dealing with the Secret or hidden location DC 50 15
universe itself and reshaping reality. If a target changes its (such as the secret lair of a
word dragon)*
creature type with a spell such as polymorph, its personal *Considered Obscure (see below)
truename doesn't change, although the truename you would
use use in a less specific utterance would. Shapechange, wild Spells: Each kind of spell has a personal truename that
shape, disguise, resurrection, reincarnation - none of these applies to every casting of that spell. For example, if you
will change a personal truename. Only powerful and specific know the personal truename of magic missile, it applies to
magic can change a personal truename. every magic missile spell, regardless of who casts it.
Obscure Creatures: Ironically, it can be somewhat
Discovering a Personal Truename easier to research the personal truename of an ancient lich
The simplest way to discover a personal truename is for than a lowly goblin scout. Histories will periodically
someone to teach you that creature's personal truename. With mention the lich's unholy deeds and previous truename
only a minute or two of practice, you can understand that researchers may have made progress on the truename (and
truename well enough to use it yourself. Of course, recorded that progress), but it's unlikely that anyone has ever
truenamers tend to be very protective of the truenames they cared to know the goblin's truename, so mundane texts won't
have mastered, so most will not part with them without some help much.
form of compensation. Creatures with a CR of less than 10 are considered to be
You can also find out the personal truename of a person, obscure unless they have historical or political importance.
place, or object using a combination of mundane and You can't even attempt to research the truename of an
magical research techniques, but the search can be an obscure creature without magical aid of some sort, usually
expensive, time-consuming process as you try to track down some sort of divination spell, and even then you take a -4
the name of just one person among millions. penalty on the check.
It takes a successful Knowledge check in the relevant Non-magical objects are always considered obscure
sub-skill (Knowledge (dungeoneering) for an aberration's unless they are famous in some way (such as a renowned
truename or Knowledge (engineering and architecture) for a masterpiece of art or the ancestral crown worn by the rulers
building's truename) to discover a personal truename. The of a nation). Magical objects are considered obscure if they
have a caster level of 10 or less unless they are likewise
famous.
Starting Play with Personal Truenames: With the
Dungeon Master's permission, you can begin play knowing
the personal truenames of other creatures, objects, and places
that you could logically have investigated already. Each such
truename counts against your starting gold like a magic item.
Truenames cost (1500 gp x the number of checks normal
required to discover the creature's truename). For example,
the truename of your 6th level ally costs 4500 gp to know at
character creation.
You are related to the subject (or you are the subject) +4
Commune spell +2
Divination spell +4
Normal: The target of this utterance immediately falls Reverse: The subject of this utterance is wreathed in a
asleep, as though affected by a sleep spell, except that there nimbus of energy and takes 2d6 points of damage from the
is no maximum hit dice limit. utterance each round. The energy can be acid, cold,
Personal Truename: If a personal truename is used to electricity, or fire.
speak this utterance, the target is especially hard to wake, Personal Truename: If a personal truename is used to
requiring a full round action to do so. speak this utterance, the subject takes 3d6 points of energy
damage each round instead of 2d6.
Reverse: Your target is instantly awakened. This dispels
any sleep spell or similar effect the target may have been Energy Negation, Greater
under. Level: 5
Personal Truename: If a personal truename is used to Descriptors: Acid, Cold, Electricity, Fire, or Sonic
speak this utterance, the target gains a +5 bonus on Initiative (depending on which energy is chosen), possibly others.
checks for one round. Duration: 1 minute
Saving Throw: None
Eldritch Attraction
Level: 5 Normal: This utterance grants your target immunity to
Duration: Instantaneous one type of energy of your choice. This can include such
Saving Throw: Will Negates energies as force, positive energy, or negative energy. The
descriptor of this utterance matches the energy type chosen.
Normal: You move your target toward you up to 40 feet Personal Truename: If a personal truename is used to
along an intangible blue tether that connects the two of you. speak this utterance, whenever the target would normally
You can't move the target into a space that is occupied by an receive damage of the chosen energy type, that damage is
ally, an enemy, or a solid object. You can draw a flying negated and they are healed for half of the amount of
creature closer to you, but you cannot make a creature on the damage that would otherwise be dealt.
ground fly. This movement provokes attacks of opportunity.
The Truespeak DC of this utterance increases by 2 for Reverse: The utterance wreathes your target in a type of
every size category the target is larger than Medium. energy chosen by you when you speak this utterance (acid,
Personal Truename: If a personal truename is used to cold, electricity, or fire). Any creature that damages the
speak this utterance, the Truespeak DC does not increase, no subject with its body or a hand-held melee weapon deals
matter how large the target may be. normal damage, but at the same time the attacker takes 20
points of energy damage. Creatures wielding weapons with
Reverse: You move your target away from you up to 40 exceptional reach, such as longspears, are not subject to this
damage if they attack the subject. Personal Truename: If a personal truename is used to
Personal Truename: If a personal truename is used to speak this utterance, the target can still affect targets on the
speak this utterance, even attackers wielding reach weapons Material Plane as he wishes, including being able to attack
or attacking with ranged weapon are affected. As long as an freely, but is still incorporeal and invisible with regards to
attacker is within 10 feet of your subject, it takes the energy everything else. Effectively, the target is treated as being on
damage each time it successfully attacks the target. the Material Plane or the Ethereal Plane, whichever would be
better for the target.
Essence of Lifespark
Level: 4 Hidden Truth
Duration: Instantaneous Level: 2
Saving Throw: None; see text Duration: Until discharged (up to 1 minute).
Saving Throw: None
Normal: This utterance dispels one negative level and
restores experience to a creature that has been level drained. Normal: You grant the target a +10 bonus on the next
The drained level is restored only if the time since the Knowledge check he makes and enable him to use the skill,
creature lost the level is equal to or less than one day per even if untrained. If the target has bardic knowledge, lore, or
truenamer level. a similar class feature, this bonus can apply to that check
Personal Truename: If a personal truename is used to instead.
speak this utterance, it restores two lost levels or dispels two If the target has already made a check to know
negative levels instead of only one. something about a particular subject and failed, this
utterance allows him to retry the check a single time.
Reverse: The target of this utterance gains a negative Multiple uses of this utterance on a given target do not allow
level, giving it a -1 penalty on attack rolls, saving throws, for additional retries on any given topic, however.
skill checks, ability checks, and effective level (for Personal Truename: If a personal truename is used to
determining the power, duration, and other details of spells speak this utterance, the target gains an additional +5 bonus
or special abilities). Additionally, a spellcaster loses one spell on that check. This stacks with the normal bonus provided by
or spell slot from her highest available level. Negative levels the utterance.
stack. A creature with as many negative levels as it has Hit
Dice dies. Reverse: Your target gains a +10 bonus on the next
Negative levels bestowed by this utterance remain until Bluff check he makes.
24 hours have passed or until they are removed with a spell Personal Truename: If a personal truename is used to
or utterance, such as the normal version of this utterance. If a speak this utterance, the target gains an additional +5 bonus
negative level is not removed before 24 hours have passed, on that check. This stacks with the normal bonus provided by
the affected creature must attempt a Fortitude save (DC 10 + the utterance.
1/2 your ranks in Truespeak + your Int modifier). On a
success, the negative level goes away with no harm to the Incarnation of Angels
creature. On a failure, the negative level goes away, but the Level: 2
creatures level is also reduced by one. A separate saving Descriptors: Good (normal) or Evil (reverse)
throw is required for each negative level. Duration: 1 minute
Personal Truename: If a personal truename is used to Saving Throw: None
speak this utterance, the target suffers two negative levels
instead of one. Normal: The target temporarily gains the celestial
creature template (MM 31) but does not gain the extraplanar
Ether Reforged subtype. The smite ability granted by the template is usable
Level: 5 by the target once per day, no matter how often she may be
Duration: 1 minute the subject of this utterance.
Saving Throw: None Personal Truename: If a personal truename is used to
speak this utterance, the benefits the target receives resemble
Normal: You enable the target to gain full benefit from the benefits of being half-celestial. In addition to the normal
its armor, weapons, spells, and abilities against both benefits of the celestial creature template, she temporarily
corporeal and incorporeal creatures. becomes a native outsider and receives a temporary +2 to all
Personal Truename: If a personal truename is used to ability scores. She also gains a pair of feathered wings that
speak this utterance, the target can apply the benefits of its allow her to fly at twice her normal speed with good
armor and shield bonus (if any) against touch attacks. maneuverability.
Reverse: This reversed utterance renders the target Reverse: The target temporarily gains the fiendish
ethereal, as the ethereal jaunt spell. creature template (MM 107) but does not gain the
extraplanar subtype. The smite ability granted by the
template is usable by the target once per day, no matter how Normal: Your target gains a +5 bonus on attack rolls
often she may be the subject of this utterance. and damage rolls.
Personal Truename: If a personal truename is used to Personal Truename: If a personal truename is used to
speak this utterance, the benefits the target receives resemble speak this utterance, the target receives a +8 bonus on attack
the benefits of being half-fiend. In addition to the normal rolls and damage rolls instead.
benefits of the fiendish creature template, she temporarily
becomes a native outsider and receives a temporary +2 to all Reverse: Your target takes a -5 penalty on attack rolls
ability scores. She also gains a two claw attacks and a bite and damage rolls.
attack, as appropriate to her size. Personal Truename: If a personal truename is used to
speak this utterance, the target takes a -8 penalty on attack
Inertia Surge rolls and damage rolls instead.
Level: 1
Duration: 1 round Magic Contraction
Saving Throw: None Level: 4
Duration: 1 minute
Normal: You grant the target the ability to act normally Saving Throw: None
regardless of magical effects that impede movement as if he
were affected by a freedom of movement spell. The effect Normal: The target gains spell resistance equal to 11 +
occurs automatically as soon as the utterance is spoken and its Hit Dice.
lasts for 1 round. Personal Truename: If a personal truename is used to
Personal Truename: If a personal truename is used to speak this utterance, it gains spell resistance equal to 15 + its
speak this utterance, the target may immediately (as a free Hit Dice instead.
action, even if it is not their turn) move five feet without
provoking attacks of opportunity. This occurs immediately Reverse: You grant your target the ability to apply the
on the turn you speak this utterance, and does not count effect of the Empower Spell feat to any spell she casts for the
against the creature's normal move speed or limit on one duration of the utterance without increasing the level of the
five-foot step per round. spell or specially preparing it ahead of time.
Personal Truename: If a personal truename is used to
Reverse: You render the target unable to move. It can speak this utterance, the target can re-roll any natural 1s
still take actions normally; it just can't move from the space rolled on any of the variable, numeric elements of any spells
it currently occupies. it casts.
Personal Truename: If a personal truename is used to
speak this utterance, the target counts as flanked for the Morale Boost
duration of the utterance, regardless of the number of people Level: 2
surrounding him. This grants everyone a +2 bonus on attacks Descriptors: None (normal) or Fear, Mind-Affecting
against the target. (reverse)
Duration: 5 rounds
Knight's Pussiance Saving Throw: None (normal) or Will negates (reverse)
Level: 1
Duration: 1 minute Normal: This utterance functions as the remove fear
Saving Throw: None spell.
Personal Truename: If a personal truename is used to
Normal: Your target gets a +2 bonus on attack rolls. speak this utterance, the target is completely immune to any
Personal Truename: If a personal truename is used to fear spell or effect for the duration and all fear effects
speak this utterance, the target receives a +3 bonus on attack currently affecting him are dispelled.
rolls instead.
Reverse: Your target becomes frightened (DMG 301)
Reverse: Your target takes a -2 penalty on attack rolls. for the duration of the utterance.
Personal Truename: If a personal truename is used to Personal Truename: If a personal truename is used to
speak this utterance, the target takes a -3 penalty on attack speak this utterance, the target is panicked (DMG 301) for
rolls instead. the duration instead.
Speed of the Zephyr, Greater Reverse: Your words temporarily reverse the flow of
Level: 3 time, throwing your target backwards a few moments in
Duration: 3 rounds time.
Saving Throw: None The target reverts back to its physical state in the
previous round. The target vanishes from its current location
Normal: This utterance duplicates the effect of a haste and reappears where it was last round. If that location is
spell for one target. occupied by a solid object, the target appears in the nearest
Personal Truename: If a personal truename is used to open space. Any damage that the target may have suffered
speak this utterance, the first move action the target takes and any healing it may have received since the previous
only counts as a free action. round are removed, as are the effects of any poison, disease,
spell, maneuver, or other effect that has affected the target
Reverse: This utterance duplicates the effect of a slow since the previous round. The target is not mentally reverted,
spell for one target. however, so it remembers everything that has transpired
Personal Truename: If a personal truename is used to normally. Any spells that the target has cast remain cast, any
speak this utterance, the target is also dazed for one round. magic items that it has used remain used, powers manifested
remain manifest, etc. Any experience points expended to pay
Strike of Might an XP cost for a spell or power remain spent.
Level: 2 Personal Truename: If a personal truename is used to
Duration: 1 minute or until discharged. speak this utterance, you may choose to either allow the
Saving Throw: None target to retain the benefits of any positive spells or effects
that is has benefited from in the past round or to cause the
Normal: Your target's next weapon damage roll deals an target to continue to suffer from any negative spells or
additional 10 points of damage. This damage is not effects that it has suffered in the past round. You cannot
multiplied on critical hits. choose to do both.
Personal Truename: If a personal truename is used to
speak this utterance, your target's next weapon damage roll Temporal Spiral
deals an additional 15 points of damage instead. Level: 3
Duration: 1 round (normal) or 3 rounds (reverse)
Reverse: Your target's next damage roll deals 5 fewer Saving Throw: None (normal) or Will negates (reverse)
points of damage. This penalty can reduce the damage to 0,
but not below. Normal: You grant the target of this utterance an
Personal Truename: If a personal truename is used to additional move action in the current round. If the subject of
the utterance does not take this extra move action before the truenaming are unaffected, but his ability to communicate is
end of your next turn, it is lost. restricted to gesture.
Personal Truename: If a personal truename is used to Personal Truename: If a personal truename is used to
speak this utterance, the target can take a standard action speak this utterance, the targeted creature is robbed of all
instead of a move action. ability to communicate. No one can understand his gestures
and his words sound like gibberish even to his own ears.
Reverse: For the duration of this utterance, the target is This causes spells with verbal components and truenaming to
dazed. fail as though the target were deafened.
Personal Truename: If a personal truename is used to
speak this utterance, the target is also denied its Dexterity Universal Aptitude
bonus to AC for the duration of the utterance. Level: 1
Duration: 1 minute
Temporal Twist Saving Throw: None
Level: 2
Duration: Instantaneous (normal) or 1 round (reverse) Normal: Your target gains a +5 bonus on skill checks.
Saving Throw: None (normal) or Will negates (reverse) Personal Truename: If a personal truename is used to
speak this utterance, the targeted creature can use all skills as
Normal: Your target can immediately make one melee though trained, even if he does not have any ranks in that
or ranged attack, even it it has already taken its actions for skill.
the round. Taking this action doesn't change the subject's
place in the initiative order. Reverse: The target gets a -5 penalty on skill checks.
This utterance does not allow the subject to take more Personal Truename: If a personal truename is used to
than one additional attack in a round. If the target has already speak this utterance, the targeted creature is considered
made an additional attack, due to the haste spell, snake's untrained in all skills, regardless of the number of ranks he
swiftness spell, or from any other source, this utterance has may have in that skill.
no effect.
Personal Truename: If a personal truename is used to Unname
speak this utterance, the target receives a +3 insight bonus on Level: 6
the attack roll for the attack granted by this utterance. Descriptors: Death (normal version only)
Duration: Instantaneous
Reverse: The target is dazed for one round. Saving Throw: Fortitude negates (normal) or none (reverse)
Personal Truename: If a personal truename is used to speak
this utterance, the target is also denied its Dexterity bonus to Normal: Your words erase the creature's truename from
AC for the duration of the utterance. existence, killing it instantly. The target creature must
succeed on its saving throw or immediately die.
Transcendent Message Personal Truename: If a personal truename is used to
Level: 1 speak this utterance, the creature is erased from existence on
Duration: 1 minute a failed saving throw instead of merely dying. The creature
Saving Throw: None (normal) or Will negates (reverse) instantly vanishes, leaving behind its clothing and gear, but
nothing else. The creature cannot be returned to life by any
Normal: You inform the universe that your target shall normal means, as it has been irrevocably erased from
always be understood and it becomes truth. For the duration existence. Only a ritual of renaming spell coupled with a
of the utterance, your target's words are automatically true resurrection spell or similar magic can restore the
understood by all who hear him, regardless of what language creature to life. Attempting to erase a creature in this manner
he speaks. This does not allow your target to understand the costs you 200 XP per Hit Dice of the affected creature.
speech of others, only to be understood.
Personal Truename: If a personal truename is used to Reverse: Your words remind the universe of a creature
speak this utterance, the targeted creature can also and its place among the living. This utterance instantly
understand all speech he hears and any writing he reads, restores a dead creature to life. So long as some portion of
regardless of the actual language used. the creature's remains (which must have been part of the
creature at the time of death) are within range and the
Reverse: You speak the opposite of words, syllables so creature's soul is free and willing to return, it is instantly
void of meaning that they strip intelligibility from your restored to life with no loss of spells. The creature still loses
victim's speech. For the duration of the utterance, your target a level, or 2 points of Constitution if it has only a single
cannot be understood by any who hear him or read his level, which cannot be restored by any means. A creature that
writings. His words still sound correct to his own ears and to would be reduced to 0 Constitution or below cannot be
the universe, so spells with verbal components and raised by this utterance.
The revived creature has a number of hit points equal to Reverse: You banish the target to an extra-dimensional
its Hit Dice, but its body is made otherwise whole. Normal pocket - a featureless gray void with no visible entrance or
poisons and normal diseases are cured in the process of exit. Spells and abilities that move a creature within a plane,
raising the subject, but supernatural diseases and magical such as teleport and dimension door, do not help a creature
curses are not undone. escape from this place, although a plane shift spell allows it
This utterance can restore creatures killed by death to exit to whatever plane is designated in that spell. At the
effects or that have been turned into an undead creature and end of the duration, if the subject has not left the pocket
the destroyed. It can restore outsiders and elementals to life, dimension, it reappears where it had been when the utterance
but it cannot restore anyone who died of old age. Each use of was spoken. If this location is filled with a solid object, the
this utterance costs 2000 XP. subject appears in the nearest open space.
Personal Truename: If a personal truename is used to Personal Truename: If a personal truename is used to
speak this utterance, the truenamed creature is restored to life speak this utterance, the need to concentrate on the utterance
without need to have any portion of the subject's remains is waved. If the subject fails its Will save, it is trapped for 5
nearby. The creature appears before you, fully healed and rounds.
free of all negative conditions. The creature does not lose a
level. Even creatures erased from existence (such as by the Warrior's Hesitation
normal version of this utterance) can be restored. Using a Level: 4
personal truename for this utterance increases the XP cost to Duration: Instantaneous
a total of 5000 XP. Saving Throw: None
Vision Sharpened Normal: Upon speaking this utterance, the target finds
Level: 2 himself making a crucial mistake with his fighting form,
Duration: 1 minute ruining his attempts to execute an advanced combat
Saving Throw: None technique. If the speaker readies an action, he can speak this
utterance in response to someone initiating a maneuver (see
Normal: The target of this utterance gains the benefit of Tome of Battle pg. 38). If he does so, the maneuver fails to
a see invisibility spell. function. The maneuver is still expended (and can be
Personal Truename: If a personal truename is used to recovered as normal), but it has no effect.
speak this utterance, the target also gains a +10 bonus on This utterance can also be spoken without need to ready
Spot checks. an action. When spoken in this manner, any martial stance
the target may be using immediately ends. The target may
Reverse: This utterance duplicates the effect of an resume his stance as normal.
invisibility spell for one target. Personal Truename: If a personal truename is used to
Personal Truename: If a personal truename is used to speak this utterance, the wasted maneuver or broken stance
speak this utterance, this utterance duplicates the effect of a can not be used again for one minute, even if the target
greater invisibility spell instead. recovers the maneuver.
Ward of Peace Reverse: Upon speaking this utterance, the target finds
Level: 5 himself in a sublime state of mind, his every action flowing
Duration: 1 minute (normal) or concentration, up to 5 in perfect harmony with his fighting style. The target of this
rounds (reverse) utterance can immediately recover and ready a single
Saving Throw: None expended martial maneuver (see Tome of Battle pg. 38-39).
Personal Truename: If a personal truename is used to
Normal: Opponents cannot strike or otherwise directly speak this utterance, the target can recover and ready a
attack the warded creature, even with targeted spells. second expended martial maneuver.
Enemies are aware of this prohibition and thus don't lose
actions for attempting to strike the warded creature. This Wind-Carried Words
utterance does not prevent the warded creature from being Level: 2
attacked or affected by area or effect spells. The subject Range: Sight; see text
cannot attack without breaking the protection but can use Duration: Instantaneous (normal) or concentration (reverse)
spells and abilities that are not hostile toward another Saving Throw: None
creature.
Personal Truename: If a personal truename is used to Normal: As you speak, the wind bears your words to
speak this utterance, the effects of this utterance are subtle. whomever you would have hear them. This utterance
Enemies who attack you have their attacks automatically functions as a sending spell, except as noted here. You can
fail, but receive no indication as to why. target any creature you can see with this utterance, regardless
of distance.
Personal Truename: If a personal truename is used to Normal: You grant a creature fast healing 3.
speak this utterance, the truenamed creature becomes the Personal Truename: If a personal truename is used to
target, regardless of whether or not you can see that creature. speak this utterance, you grant the target fast healing 4
instead.
Reverse: With a word of Truespeech, you cause the
wind to bear your target's words to you. For the duration of Reverse: You deal 2d6 points of damage to the target. If
this utterance, you can clearly hear every word the target you concentrate for 1 round (a standard action), and the
speaks, no matter how far away the target is. You can target subject remains withing range, it takes another 2d6 points of
any creature you can see with this utterance, regardless of damage at the end of your next turn.
distance. Personal Truename: If a personal truename is used to
Personal Truename: If a personal truename is used to speak this utterance, you deal 2d8 points of damage with
speak this utterance, the truenamed creature becomes the each instance of damage instead of 2d6.
target, regardless of whether or not you can see that creature.
Word of Nurturing, Moderate
Word of Bolstering Level: 3
Level: 3 Duration: 5 rounds (normal) or instantaneous and
Duration: Instantaneous (normal) or 1 minute (reverse) concentration, up to one round (reverse)
Saving Throw: None Saving Throw: None
Normal: This utterance cures 1d6 points of ability Normal: You grant a creature fast healing 5.
damage or drain to one ability score. Personal Truename: If a personal truename is used to
Personal Truename: If a personal truename is used to speak this utterance, you grant the target fast healing 7
speak this utterance, the utterance cures 2d6 points of ability instead.
damage or drain instead.
Reverse: You deal 4d6 points of damage to the target. If
Reverse: Your target takes a -1d6 penalty to one you concentrate for 1 round (a standard action), and the
physical ability score (Strength, Dexterity, or Constitution). subject remains withing range, it takes another 4d6 points of
This utterance cannot reduce an ability score below 1. damage at the end of your next turn.
Personal Truename: If a personal truename is used to Personal Truename: If a personal truename is used to
speak this utterance, the target takes a -2d4 penalty to one speak this utterance, you deal 4d8 points of damage with
physical ability score instead of -1d6. each instance of damage instead of 4d6.
Normal: You grant a creature fast healing 1. Normal: You grant a creature fast healing 10.
Personal Truename: If a personal truename is used to Personal Truename: If a personal truename is used to
speak this utterance, you grant the target fast healing 2 speak this utterance, you grant the target fast healing 13
instead. instead.
Reverse: You deal 1d6 points of damage to the target. If Reverse: You deal 6d6 points of damage to the target. If
you concentrate for 1 round (a standard action), and the you concentrate for 1 round (a standard action), and the
subject remains withing range, it takes another 1d6 points of subject remains withing range, it takes another 6d6 points of
damage at the end of your next turn. damage at the end of your next turn.
Personal Truename: If a personal truename is used to Personal Truename: If a personal truename is used to
speak this utterance, you deal 1d8 points of damage with speak this utterance, you deal 6d8 points of damage with
each instance of damage instead of 1d6. each instance of damage instead of 6d6.
By speaking this utterance and focusing, you prevent A weapon targeted by this utterance can be changed into
any magical properties of the item from functioning as long any special material of your choice from which it could
as you concentrate and remain in range. If the item moves normally be made. You can make a weapon cold iron,
out of range, the utterance's effect ends 1 round later. This adamantine, alchemical silver, or whatever other special
effect otherwise functions as a dispel magic spell that targets material you wish, so long as the weapon could normally be
a magic item. made from it. For example, you could transmute a sword to
Personal Truename: If you use the object's personal be made of adamantine, but not a bow. Likewise, you could
truename to speak this utterance, you do not need to not transmute a sword to darkwood or to ordinary paper.
concentrate to sustain the utterance. Its duration becomes 1 The weapon is treated as if made of that substance, and
minute. its hardness, hit points, and the damage it deals might be
affected depending on your choice.
Suppress Weapon Personal Truename: If you use the object's personal
Level: 2 truename to speak this utterance and expend a number of
Target: One weapon with an energy special ability experience points equal to one third the cost adjustment for
Duration: 1 minute the special material you choose, you may permanently
transform the affected item into the special material of your
When you speak this utterance, you can prevent a choice. For example, permanently transforming a longsword
weapon's energy-based special ability (or abilities) from into alchemical silver requires the expenditure of 30 xp.
functioning. Such abilities include flaming and frost, among
others (DM's discretion). If you successfully speak this Twist Spell
utterance on a weapon that does not have such a property, it Level: 2
has no effect on the weapon, but you are still considered to Descriptors: Acid, Cold, Fire, or Electricity; see text
have spoken the utterance for the purpose of the Law of Target: One spell
Resistance. Duration: Instantaneous
You can suppress an energy burst ability by voluntarily
increasing the DC of your Truespeak check by 5. If you use Your words unravel the spell and spin it into something
this utterance on an energy burst weapon at the regular DC, new. To use this utterance, you must ready an action, similar
it has no effect. to readying an action to counterspell or counterspeak. If you
Suppress weapon counters and dispels weapon of successfully speak this utterance, the targeted spell changes
energy. the type of damage it deals to one type of energy damage,
Personal Truename: If you use the object's personal either acid, cold, fire, or electricity damage, as chosen by
truename to speak this utterance, the utterance also you. For example, you could use twist spell to change the
suppresses the holy, unholy, anarchic, and axiomatic weapon force damage of a magic missile into acid damage or turn the
abilities. fire damage of a fireball into cold damage.
This utterance has no effect on spells that do not deal hit
Terminate Spell point damage. Spells that deal ability damage or drain are
Level: 2 unaffected.
Target: One spell or supernatural ability. Personal Truename: If you use the spell's personal
Duration: Instantaneous truename to speak this utterance, you can transform the
spell's damage into pure cosmic energy, causing it to bypass
The targeted spell or supernatural ability is immediately all forms of energy resistance and energy immunity.
dispelled. The caster level of a supernatural ability is equal to
the CR of the caster if not otherwise specified. If the Unmake
supernatural ability is continuously on, such as a medusa's Level: 5
petrifying gaze, the ability is suppressed for 2 rounds. Target: One object
Personal Truename: If a personal truename is used to Duration: Instantaneous
speak this utterance, all targets of the affected spell, spell-
Your words tear apart an object, reducing it to its The utterance still cannot open any door that either is an
component parts. The object you target is instantly unmade, artifact or is held shut by an artifact.
crumbling into its component parts. Gems fall from settings,
swords break into chunks of steel, and ink drips from scrolls.
This effectively destroys the item, but leaves behind
mundane component materials worth one third the items cost
(for mundane objects) or one half the items cost (for magical
objects). Any experience points paid in the creation of a
magic item are simply lost.
Unmake has no effect on artifacts. Any attempt to use
this utterance on an artifact automatically fails.
Personal Truename: If you use the object's personal
truename to speak this utterance, the object is erased
completely from reality, leaving nothing behind. No effect
less potent than a wish or miracle can restore that particular
object to existence by any means.
Weapon of Energy
Level: 2
Descriptors: Acid, Cold, Electricity, or Fire; see text.
Target: One weapon
Duration: 1 minute
Word of Opening
Level: 1
Target: One door, box, or chest
Duration: Instantaneous
Truename Magic
While truenamers and academics are the primary creature gets within the area, the other aspects of the spell
practitioners of truename magic, they are not the only ones function normally.
to tap the power of the universal language. Wizards, Second, all creatures within the area gain a +4 deflection
sorcerers, clerics, and others have found ways to use bonus to AC against attacks from the named creature and a
truenames to enhance and expand their spells. +4 resistance bonus on saving throws required by the named
creature's spell effects and special attacks.
Third, the barrier blocks any attempt by the creature to
Truespeak-Related Spells possess or exercise mental control over those within the
All of the following spells are related to truenaming in spell's area, including enchantment(charm) effects and
some fashion, often because they have a Truename enchantment(compulsion) effects that grant ongoing control
component. over the subject. Bane of the archrival suppresses these
Truename (T): A Truename component is a Truespeak effects for the duration of the spell or as long as the subject
check made as part of casting the spell. You can supply this remains within the area.
Truespeak check as part of casting the spell, but you can also Bane of the archrival can be used to trap any creature
supply this requirement by having a friendly truenamer ready whose personal truename you know in the same manner as a
an action to speak the appropriate truenames when you cast magic circle against evil spell, except the creature is trapped
the spell. If the truespeak check fails, the spell fizzles unless regardless of it alignment. This includes the ability to
stated otherwise. reinforce the trap with a calling diagram.
The DC of the truespeak check to provide a truename Truename Component: When you cast this spell, the
component depends upon the type of truename required. A personal truename of the creature to be warded against must
creature's truename requires a check of DC 15 + the be spoken.
creature's CR + 1/2 the level of the spell being cast (round
up). An object's truename requires a check of DC 15 + the
object's caster level + 1/2 the level of the spell being cast Expunge the Supernatural
(round up). Finally, a location's truename requires a check of Transmutation
DC 10 + (the level of the spell x 5) + an additional 5 if the Level: Cleric 5, druid 5, sorcerer/wizard 5
location is magical. Speaking a personal truename as part of Components: V, S, T
casting a spell with a truename component increases these Casting Time: 1 standard action
DCs as though they were utterances and may add additional Range: Close (25 ft. + 5 ft./2 levels)
effects to the spell. Target: One creature
Duration: One day
Saving Throw: Fortitude negates
Bane of the Archrival Spell Resistance: Yes
Abjuration
Level: Cleric 2, sorcerer/wizard 2, paladin 2 As you cast this spell, you use the language of truespeak
Components: V, S, T to spin a tale of tragedy, of how your foe lost his greatest
Casting Time: 1 standard action ability in his hour of need. Infusing this story with
Range: Touch transformative power, you make fiction into fact. Upon
Area: 20-ft. radius emanation centered on a point in space casting this spell, you name one supernatural ability that
Duration: 1 hour/level your target possesses. For the duration of the spell, the target
Saving Throw: See text loses that supernatural ability.
Spell Resistance: No Truespeak Component: As part of casting this spell, you
must successfully describe your target using Truespeak.
This spell protects those within its area from a single If a personal truename is used in the casting of this spell,
named foe, doing so in three ways. then the target can be affected regardless of range or lack of
First, the area is forbidden to the creature. It must make line of effect, so long as he is on the same plane of existence
a Will save to enter it by any means (movement, as the caster.
teleportation spells, and so on). If it fails its Will save and
was endeavoring to use a teleportation spell to enter the area,
it is shunted to a random open space on a suitable surface Hide Truename
within 10 feet of the protected area. If no free space is Abjuration
available within 10 feet, the spell simply fails. The named Level: Cleric 4, druid 4, sorcerer/wizard 4
creature can only try to enter the area once per round, but Components: V, S, M
can continue to try on subsequent rounds. Even if the named Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) target as you redefine its home plane to be something new
Target: One creature, object, or place. using the language of Truespeak, changing its nature at a
Duration: One day fundamental level. The affected creature's native plane
Saving Throw: Will negates (harmless) becomes the named plane (making it gain the Extraplanar
Spell Resistance: Yes (harmless) subtype on other planes) and gains additional benefits based
upon the primary trait of its new native plane:
This spell hides the target's truename from the universe Air Dominant: The target gains the Air subtype and
and others, making it more difficult for truenamers to affect gains a flight speed equal to its base land speed with perfect
the target or research his personal truename. The target gains mobility.
truename resistance 5 and a +4 bonus on saving throws Earth Dominant: The target gains the Earth subtype and
against utterances and other truespeak effects. Additionally, gains a burrow speed equal to its base land speed. It cannot
anyone attempting to research the target's personal truename burrow through solid rock.
takes a -8 penalty on the check. Fire Dominant: The target gains the Fire subtype. This
makes the creature immune to fire damage and vulnerable to
Oath of Brotherhood cold damage.
Necromancy Water Dominant: The target gains the Water subtype and
Level: Cleric 3 gains a swim speed equal to its base land speed.
Components: V, S, T, DF, XP Positive Dominant: The target gains fast healing 2 as an
Casting Time: 1 hour extraordinary ability and does not risk exploding when on a
Range: Touch major positive dominant plane.
Target: One willing creature per caster level Negative Dominant: The target is healed by negative
Duration: Permanent energy and damaged by positive energy as though he were
Saving Throw: Will negates (harmless) an undead creature.
Spell Resistance: Yes (harmless) Good Aligned: The target gains the Good subtype.
Evil Aligned: The target gains the Evil subtype.
Swearing upon their own truenames to be brothers to the Chaos Aligned: The target gains the Chaotic subtype.
end, the lives of the participants in this spell are joined by Law Aligned: The target gains the Lawful subtype.
mystic bonds. Each of the participants gains an instinctive If the chosen plane has more than one of the previously
knowledge of where the other participants are and how they mentioned traits, the caster chooses one of which to act as
are doing, as the status spell. Additionally, when any the primary trait. If the chosen plane lacks any of the
participant takes damage, any other participant within 60 feet previously mentioned traits, the target does not gain any
can choose to take the damage for him as an immediate additional abilities.
action. If the target is affected with the spell a second time, the
However, there is a drawback to this spell. If any of the new planar traits overwrite the old.
participants should die, all other participants gain a negative XP Cost: 2000 XP
level from the painful feedback. Truename Component: As part of casting this spell, the
Oath of brotherhood can not be dispelled by dispel truename of the plane the creature will become a native of
magic. must be spoken.
XP Cost: 500 XP from each participant.
Truename Component: As part of casting this spell, the Ritual of Renaming
personal truenames of each participant must be spoken. Each Transmutation
is a separate Truespeak check. If any participant fails to be Level: Cleric 7, druid 7, sorcerer/wizard 7
named, the spell does not fizzle but that participant is not Components: V, S, T, XP
included in the spell. Casting Time: 1 hour
Range: Touch
Planar Infusion Target: One willing creature
Transmutation Duration: Instantaneous
Level: druid 6, sorcerer/wizard 5 Saving Throw: Will negates (harmless)
Components: V, S, T, XP Spell Resistance: Yes (harmless)
Casting Time: 1 hour
Range: Touch Waving your hands over the subject to the chanted
Target: One willing creature sounds of both the old and the new personal truenames, you
Duration: Instantaneous magically transform the subjects truename from one to the
Saving Throw: Will negates (harmless) other. This spell provides the only sure defense against a
Spell Resistance: Yes (harmless) rival gaining mastery of your personal truename. Once cast,
it consigns your old personal truename to oblivion and grants
You infuse the energy of one of the planes into your you a new personal truename, known only to those present at
this spell's casting.
XP Cost: 500 XP. Check Result Spell Effect
Truename Component: As part of casting this spell, the 24 or less No Damage
personal truename of the subject must be spoken. 25 to 30 The spell deals 1d6 points of fire damage per caster level
(maximum 10d6) to the targeted creature.
Scramble Position 31 to 35 The spell deals 1d6 points of fire damage per caster level
(maximum 10d6) to the targeted creature. The spell's damage
Conjuration(Teleportation) ignores fire resistance.
Level: Bard 1, sorcerer/wizard 1 36 or more The spell deals 1d6 points of fire damage per caster level
(maximum 15d6) to the targeted creature. The spell's damage
Components: V, S, T ignores fire resistance and creatures normally immune to fire
damage instead take half damage.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Truename Component: As part of casting this spell, the
Area: 10-ft. radius spread truename for fire is spoken with as much exactness as
Duration: Instantaneous possible. Unlike most other spells with a Truename
Saving Throw: Reflex partial; see text component, the Truespeak check required as part of the
Spell Resistance: Yes casting of this spell has a fixed DC of 24.
Note: Similar spells exist for most other varieties of
Speaking truenames associated with direction and energy damage, such as Truespark and Truecold.
movement, you send a ripple of distorted space through the
targeted area. Creatures within are shunted about in random Truename Binding
directions by the distortion. Conjuration(Calling)[see text]
Move all affected creatures 2 squares in a random Level: Sorcerer/wizard 7
direction using the "targeted on square" part of the diagram Components: V, S, T, XP
on page 158 of the Player's Handbook. Scramble position Casting Time: 10 minutes
can't send a creature into a square occupied by solid matter Range: Close (25 ft. + 5 ft./2 levels)
or by another creature, but it can send a creature into a Target: One elemental or outsider of CR 10 or less
dangerous place (into lava or off a cliff, for example). The Duration: Instantaneous
caster chooses the order in which affected creatures are Saving Throw: Will negates
shifted. If you can't move an affected target 2 squares in the Spell Resistance: No and yes; see text
indicated direction, move the target only a single square. If
that proves impossible, then the target disappears and Casting this spell attempts a dangerous act: to drag a
reappears in the same square. This movement does not pass creature from another plane using the power of its personal
through the intervening space, so it can shunt creatures to the truename to a specifically prepared trap, which must lie
other side of thin walls, rubble, or similar obstacles. within the spells range. The called creature is held in the
The distortion caused by this spell is disorienting for the trap until it agrees to perform one service in return for its
subjects. All affected creatures must make a Reflex save or freedom.
fall prone in their square. To create the trap, you must use a magic circle spell (or
Truespeak Component: As part of casting this spell, The a bane of the archrival spell), focused inward.
truenames for movement and direction must be spoken. This The target creature is allowed a Will saving throw. If the
uses the same DC formula for targeting a creature. When you saving throw succeeds, the creature resists the spell. If the
roll the check, compare the result to each creature in the saving throw fails, the creature is immediately drawn to the
affected area. Only those creatures that the check result is trap (spell resistance does not keep it from being called). The
high enough to affect are shifted by this spell. creature can escape from the trap by successfully pitting its
spell resistance against your caster level check, by
Truefire dimensional travel, or with a successful Charisma check (DC
Evocation [Fire] 15 + your caster level + your Cha modifier). It can try
Level: Sorcerer/wizard 2 each method once per day. If it breaks loose, it can flee or
Components: V, S, T attack you. A dimensional anchor cast on the creature
Casting Time: 1 standard action prevents its escape via dimensional travel. You can also
Range: Medium (100 ft. + 10 ft./level) employ a calling diagram (see magic circle against evil) to
Target: One creature make the trap more secure.
Duration: Instantaneous If the creature does not break free of the trap, you can
Saving Throw: None keep it bound for as long as you dare. You can attempt to
Spell Resistance: Yes compel the creature to perform a service by describing the
service and perhaps offering some sort of reward. You make
Speaking the truename for fire, you conjure a spark of a Truespeak check, speaking the creature's personal
primal fire into being, then fan it into a blazing inferno with truename, opposed by either the creatures own Truespeak
which to consume your enemies. Roll the Truespeak check check (speaking your personal truename) or with a Charisma
and consult the chart below to determine the spell's effect. check. If the creature does not know your personal truename,
it cannot use a Truespeak check to oppose you. Your check is
assigned a bonus of +0 to +6 based on the nature of the
service and the reward. If the creature wins the opposed Spells With Optional
check, it refuses service. New offers, bribes, and the like can
be made or the old ones reoffered every 24 hours. This Truename Components
process can be repeated until the creature promises to serve, The following spells are existing spells that can be
until it breaks free, or until you decide to get rid of it by adapted to use a truename component to increase their
means of some other spell. Impossible demands or power. The choice to use an optional truename component is
unreasonable commands are never agreed to. If you roll a 1 made at the time of casting. If the caster chooses to add a
on the Truespeak check, the creature breaks free of the truename component and the Truespeak check fails, the spell
binding and can escape or attack you. fails - it does not simply default to its basic effect.
Once the requested service is completed, the creature
need only so inform you to be instantly sent back whence it Power Word Blind
came. The creature might later seek revenge. If you assign Truename Component: When this spell is cast using the
some open-ended task that the creature cannot complete target's personal truename, the spell affects the target
though its own actions the spell remains in effect for a regardless of the target's current hit points. The spell's
maximum of one day per caster level, and the creature gains duration becomes 5 minutes.
an immediate chance to break free. Note that a clever
recipient can subvert some instructions.
When you use a calling spell to call an air, chaotic, Power Word Stun
earth, evil, fire, good, lawful, or water creature, it is a spell Truename Component: When this spell is cast using the
of that type. target's personal truename, the spell affects the target
XP Cost: 200 XP regardless of the target's current hit points. The spell's
Truename Component: As part of casting this spell, the duration becomes 5 rounds.
personal truename of the target must be spoken.
Power Word Kill
Truename Binding, Greater Truename Component: When this spell is cast using the
Conjuration(Calling)[see text of truename binding] target's personal truename, the spell affects the target
Level: Sorcerer/wizard 9 regardless of the target's current hit points.
Components: V, S, T, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels) Soulmelds
Target: One elemental or outsider of CR 14 or less Drawing upon the essential energies of the greatest
Duration: Instantaneous scholars and truespeakers, meldshapers can create the
Saving Throw: Will negates following soulmelds to tap into the power of Truespeak for
Spell Resistance: No and yes; see text of truename binding themselves.
Magic Items
Truenamers are not known for their skill with artifice Saving throws against a bottled echo are made at a DC of 10
and cannot make any of the more standard magic items, such + 1/2 the number of hit dice the bottled echo could affect +
as potions, wands and scrolls, so truename magic items tend the utterance's level.
to be fairly rare when compared to the magic items created Aura/Truespeak Ranks: Weak to strong universal. TR
by wizards, sorcerers, and artificers. Still, some magic items varies.
created through truename magic achieve effects that are Market Price: 25 gp x the maximum CR the bottled
outside the capabilities of ordinary magic items. echo can affect x the level of the stored utterance
Truename magic items always carry an aura of universal Creating a Bottled Echo: The creator of a bottled echo
magic. Truename magic items do not have a minimum caster needs a quiet place to work (to reduce possible
level. Instead, they have a minimum number of ranks in contamination of the sound), a container to hold the
Truespeak (abbreviated TR) required to create them, which utterance, and special salves and oils to treat the container
serves as their caster level for any purpose requiring such. with to ensure the proper preservation of the utterance. The
costs for these materials are subsumed in the cost for
creating the bottled echo - 12.5 gp x the maximum CR the
Bottled Echos bottled echo can affect x the level of the bottled utterance.
A bottled echo is a glass bottle containing the echoing All ingredients used to create the bottled echo must be fresh
words of an utterance. The sounds of the utterance echoing and unused. The character must pay the full cost for creating
can be faintly heard through the glass if one presses his ear each bottled echo.
to the bottle. Only utterances from the Lexicon of the Evolving Mind
Bottled echos are like utterances targeting whomever is can be made into bottled echos. The creator must know the
nearest when the bottle is opened. The character affected by utterance to be stored in the bottled echo. If the utterance
the bottled echo doesn't get to make any decisions about the carries an XP cost, he must pay that XP cost. The creator
effect - the truenamer who bottled the utterance has already chooses which creature type the bottle echo will affect when
done so. For example, a bottled echo of reversed energy he creates the bottled echo. The maximum CR that the
negation is always designed to deal one type of energy bottled Echo can affect can be up to the creator's number of
damage chosen by the creator. Whoever is affected by the ranks in Truespeak.
bottle echo is both the effective caster and the effective You can create a bottle echo incorporating a personal
target, so some utterances have strange effects when made truename, but the bottled echo becomes useless against
into a bottled echo, such as the singular mind utterance. anyone but the named creature. It still can only affect the
Bottled echos have two restrictions as to who they can named creature if the creature's CR is less than the CR limit
effect. First, each bottled echo is designed to affect only a on the bottled utterance. Using a personal truename does not
particular creature type, such as humanoid or outsider. affect the cost of a bottled echo.
Anyone that does not have that creature type cannot be
affected by that particular bottled echo. Second, a bottled
echo has a maximum CR that it can affect. Anyone with a Inscriptions
greater CR cannot be affected by that utterance. Inscriptions are a broad class of Truename magic items,
Physical Description: A typical bottled echo is a functionally similar to wondrous items in most cases. Most
spherical glass container fitted with a tight stopper. The inscriptions are a set of runic characters engraved upon some
container vibrates slightly from the words echoing within it. other object, although some are completely separate items
The container has AC 13, 1 hit point, hardness 1, and a break themselves. Because of the exacting nature of Truespeak,
DC of 12. much of the cost of creating an inscription is actually
Activation: Unstoppering or throwing a bottled echo practice materials or waste caused by tiny flaws in execution.
requires no special skill. Using a bottled echo is a standard All inscriptions share one particular requirement. You
action. Affecting yourself is automatic, but affecting another must know the personal truename of whatever it is you are
creature requires a successful ranged touch attack to throw putting the inscription on, be it a sword, a parchment, or your
the bottled echo. A bottled echo has a range increment of ally.
10ft. If the touch attack fails, use the "Missing with a If an inscription acts as a weapon or armor special
Thrown Weapon" table to determine where the bottled echo ability, it can be placed on any item of at least masterwork
lands. A qualified creature within 5 feet of where the bottled quality; the weapon or armor does not need to be at least +1
utterance lands is affected (if more than one qualified already.
creature is within 5 feet, choose randomly). Otherwise, the
bottled echo is wasted. Using a bottled echo provokes attacks Amulet of the Silver Tongue
of opportunity. A bottled echo can be used only once. An amulet of the silver tongue makes its wearer better
able to pronounce words clearly and correctly. function only in relation to a single creature, chosen when
Description: An amulet of the silver tongue is a small the namestone is created.
circular amulet, most often made of silver, depicting a Activation: Noting a creature's direction using a
grinning face with an open mouth. Words of Truespeech namestone is a move action. All other powers are always
relating to competence and clarity are etched around the active.
edge. Effect: A namestone has several effects. First, anyone
Prerequisite: The amulet functions for any creature, but can point unerringly towards the creature associated with the
only those with the Truespeak skill benefit from wearing it. namestone. This only determines direction, not distance, but
Activation: An amulet of the silver tongue provides its does ensure that you can always locate that creature, given
bonus as long as it is worn. enough effort.
Effect: The lesser version of the amulet provides a +5 Second, any spell or utterance that targets one or more
competence bonus on Truespeak checks. A greater amulet of creatures can be cast on the namestone and affect the
the silver tongue grants a +10 competence bonus. associated creature, so long as the associated creature is
Aura/Truespeak Ranks: Moderate universal, TR 10 within 60 feet of the namestone. Spells requiring a touch
(lesser) or Strong Universal, TR 15 (greater) attack or ranged touch attack automatically succeed in hitting
Construction: Engrave Inscription, universal aptitude, the associated creature so long as the caster holds the
1,250 gp (lesser) or 5,000 gp (greater), 100 XP (lesser) or namestone.
400 XP (greater), 3 days (lesser) or 10 days (greater). Finally, the namestone is inscribed with the associated
Weight: - creature's personal truename. Not only does this reveal the
Price: 2,500 gp (lesser) or 10,000 gp (greater) truename to anyone who examines the namestone, but
anyone holding the namestone receives a magical +4
Inscription of Namebane circumstance bonus on all attempts to speak that personal
An inscription of namebane makes a weapon more truename.
deadly against a single creature. Aura/Truespeak Ranks: Strong universal, TR 20.
Description: A namebane weapon is carved with sharp- Construction: Engrave Inscription, confounding
edged runes of hatred towards a single creature. resistance, lore of the world, must know the personal
Prerequisite: An inscription of namebane can be added truename of the creature that the namestone is to be
to any weapon. associated with, 500,000 gp, 4000 XP, 100 days
Activation: A namebane weapon's ability only applies Price: 100,000 gp
against a single creature, chosen at the time of the weapon's
creation. Its ability activates whenever it is used to attack Mark of Wholeness
that creature. A mark of wholeness protects an object from
Effect: Against its designated foe, a namebane weapon's destruction.
effective enhancement bonus is +2 better than its normal Description: A mark of wholeness is a black, inked
enhancement bonus (so a masterwork longsword is a +2 design on an object, composed of various words of
longsword against its foe). It deals an extra 2d6 damage Truespeak associated with completeness and solidity.
against its foe. Bows, crossbows, and slings so crafted Prerequisite: A mark of wholeness works on any object
bestow the namebane quality upon their ammunition. it is inscribed on.
Anyone in possession of a namebane weapon receives a +4 Activation: A mark of wholeness activates immediately
circumstance bonus on Knowledge rolls to research the upon an object losing its last hit point or otherwise being
personal truename of the weapon's foe. destroyed. It glows a bright copper color, then fades away to
Aura/Truespeak Ranks: Moderate universal, TR 10. nothingness.
Construction: Engrave Inscription, must know the Effect: A mark of wholeness restores the object it is
personal truename of the creature that the namebane will scribed upon to complete wholeness the moment that the
target, 1,000 gp, 80 XP, 2 days. object is broken, as the rebuild item utterance. The mark only
Price: +2,000 gp works once and then is consumed.
Aura/Truespeak Ranks: Moderate universal, TR 11.
Namestone Construction: Engrave Inscription, rebuild item, 800
A namestone acts as a magical connection to a single gp, 64 XP, 2 days.
creature. Price: 1,600 gp
Description: A namestone is a glittering oval gemstone
engraved with a single creature's personal truename. The Inscription of Judgment
type of gem used is usually one with some special An inscription of judgment makes a weapon more
association to its associated creature. deadly against good or evil.
Prerequisite: A namestone works for anyone, although Description: A weapon of judgment is decorated with
those who cast spells or speak utterances derive the most runes inlaid with silver (for an inscription of holy judgment),
benefit from possessing one. A namestone's powers all or onyx (for an inscription of unholy judgment).
Prerequisite: An inscription of judgment can be added brand only functions on the creature it is created for. Once a
to any weapon. When you add the inscription to the weapon, creature receives a slave's brand, it cannot be removed by
you choose which version to add. A weapon can bear only any means short of a regeneration spell cast for just such a
one inscription of judgment. purpose. Removing the slave's brand destroys it.
Activation: You may activate a weapon of judgment on Activation: A slave's brand activates whenever the
any attack as a free action. A weapon of judgment can be creature's master issues the subject a spoken command.
used once per day. When activated, the runes on the weapon Effect: A creature marked with a slave's brand must
glow brightly with silvery or reddish light. succeed on a DC 20 Will Save whenever issued a command
Effect: When a weapon of judgment is activated, it by his master or be forced to carry out that command as
becomes charged with holy or unholy power for one attack. though dominated (as the spell dominate monster). The
If the attack hits, the wielder receives a bonus on his damage effect lasts until the command is fulfilled, the slave's brand
roll equal to his Hit Dice, but only if the creature attacked is is removed, or the master dies, whichever comes first.
evil (for an inscription of holy judgment) or good (for an Aura/Truespeak Ranks: Strong universal, TR 20.
inscription of unholy judgment). Construction: Engrave Inscription, singular mind,
Aura/Truespeak Ranks: Moderate universal (good or 120,000 gp, 9,600 XP, 240 days; The creature to be tattooed
evil), TR 9. must be present for the entire length of construction.
Construction: Engrave Inscription, incarnation of Price: 240,000 gp
angels, 3600 gp, 288 XP, 2 days.
Price: +7,200 gp Inscription of Sharp Blows
An inscription of sharp blows causes a weapon to deal
Tattoos of Sure Defense more damage on a critical hit.
Tattoos of sure defense help a creature better defend Description: A weapon of sharp blows is has a tracery
itself. of runes along its edge or striking surface. Such weapons
Description: Tattoos of sure defense are a series of usually seem to be unnatural sharp or unusually heavy
truespeak characters tattooed across much of a creature's (although this does not add to the weapon's actual weight).
upper torso, spelling out sutras of foresight and safety. Prerequisite: An inscription of sharp blows can be
Prerequisite: Any creature can bear tattoos of sure added to any weapon.
defense, but the tattoos only function for the creature they Activation: A weapon of sharp blows' ability becomes
were created for. Further, once a creature receives the tattoos, apparent whenever the weapon scores a successful critical
they cannot be removed by any means short of a hit. The runes briefly flash white as they strike.
regeneration spell cast for just such a purpose. The subject Effect: A weapon of sharp blows has its critical
must be willing for the tattoos to be removed, as removing multiplier increased by 1. (For example, a longsword of
the tattoos destroys them. sharp blows would deal x3 damage on a successful critical
Body Slot: Armor/Robe (Wearing a suit of magic armor hit)
or a magic robe on top of the tattoos suppresses their effect Aura/Truespeak Ranks: Moderate universal, TR 13.
in favor of the armor or robe.) Construction: Engrave Inscription, keen weapon.
Activation: Tattoos of sure defense are always active. Price: +1 bonus
Effect: A creature bearing tattoos of sure defense
receives an insight bonus to Armor Class from +1 to +4, Inscription of Focused Intent
depending on the quality of the tattoos. An inscription of focused intent can turn an ordinary
Aura/Truespeak Ranks: Weak to strong universal, TR weapon into a deadly tool against a single foe at the cost of
(5 x bonus). making it useless against others.
Construction: Engrave Inscription, defensive edge or Description: A focused weapon is engraved with a
greater defensive edge; 2,000 gp, 160 Xp, 4 days (+1); 8,000 circle of runes dedicating the weapon to the destruction of a
gp, 640 Xp, 16 days (+2); 16,000 gp, 1440 Xp, 36 days (+3); single being. When the weapon has a target, the being's name
32,000 gp, 2560 Xp, 64 days (+4); The creature to be appears within the circle.
tattooed must be present for the entire length of construction. Prerequisite: An inscription of focused intent can be
Price: 4,000 gp (+1), 16,000 (+2), 36,000 (+3), 64,000 added to any weapon.
(+4) Activation: A focused weapon is activated by speaking
a short phrase of truespeak to describe a creature to the
Slave's Brand weapon. Doing so is a full-round action that requires a
A slave's brand makes a creature your unwilling servant. successful Truespeak check (DC 23 + the target's CR). If the
Description: A slave's brand is tattoo that entwines the check fails, the weapon instead targets a random creature
truenames of the bearer and his intended master with within fifty miles of the wielder. A focused weapon can be
truenames associated with servitude and command. given a target no more than once a day.
Prerequisite: A slave's brand can only be placed on a Effect: A focused weapon functions as normal until it
creature, though that creature need not be willing. A slave's has been given a target. Once given a target, the weapon
becomes unable to deal lethal damage to any creature other as it is worn.
than its target for one day (including damage from properties Effect: While a creature wears an amulet of another
such as flaming or frost). The weapon's target, however, name, it has a different personal truename than normal. Its
suffers damage from the weapon normally and gains a original personal truename still exists, but attempts to use it
negative level each time it is damaged by the weapon. If a to affect the creature wearing the amulet fail. The creature's
personal truename was used to give the weapon its target, the original personal truename returns if the amulet is removed
target instead suffers two negative levels each time it is for any reason.
damaged. The following day, the victim must make a Anyone speaking the personal truename inscribed on the
successful Fortitude save (DC 16) for each negative level amulet affects the creature wearing it as though he had just
gained this way or permanently lose a level. spoken that creature's personal truename. The DC to research
Aura/Truespeak Ranks: Strong universal, TR 15. the personal truename on the amulet is the same as to
Construction: Engrave Inscription, essence of lifespark. research the amulet's personal truename (although the two
Price: +4 bonus personal truenames are completely separate; researching one
does not reveal the other).
Utterance Catalog Aura/Truespeak Ranks: Major universal, TR 20.
An utterance catalog allows a master of truespeak to Construction: Engrave Inscription, 50,000 gp, 4,000
learn a new utterance. XP, 100 days.
Description: An utterance catalog is a leather-bound Price: 100,000 gp
book about the size of a wizard's spell book. The cover is
embossed with gold wire spelling out truenames associated Inscription of Loyalty
with memory and learning. An inscription of loyalty is a sort of supernatural mark
Activation: An utterance catalog must be studied for of ownership. It magically links an item to a creature's
eight hours before the user gains its benefits. The benefits of personal truename, causing the item to constantly seek to be
an utterance catalog are lost if the user does not study the in that creature's possession. The linked creature is called the
book for at least twenty minutes each day. To understand an item's true owner.
utterance catalog, the user must have a number of ranks in Description: An inscription of loyalty is a small
Truespeak equal to (4 x the level of the utterance contained engraving, usually on some part of the item that is not
within). If the utterance contained within is from the Lexicon immediately visible.
of the Perfected Map, increase the required number of ranks Prerequisite: An inscription of loyalty can be added to
by an additional 10. any item.
Effect: An utterance catalog grants the owner with Activation: An inscription of loyalty's teleportation
knowledge of how to speak a single utterance. This is in ability activates the first time the item the inscription is
addition to any utterances the user knows how to speak by placed on becomes unattended after it has been out of the
virtue of race or class abilities. An academic can copy the true owner's possession for 24 hours. An inscription of
utterance contained within an utterance catalog into his loyalty's abilities can be suppressed indefinitely by a remove
phrasebook without restriction. curse or break enchantment spell. The inscription remains
Aura/Truespeak Ranks: Weak to strong universal, TR suppressed until the next time the true owner handles the
varies. item.
Construction: Engrave Inscription, ability to speak the Effect: An inscription of loyalty grants the true owner a
utterance to be recorded. +10 bonus on all disarm and sunder rolls involving the item.
Price: Recorded utterance's level x minimum level If the true owner loses the item, the inscription of loyalty will
required to learn the utterance x 1000 gp. Treat the level of cause the item to teleport to the true owner's location and be
an utterance from the Lexicon of the Perfected Map as being found among his other possessions.
4 higher for the purpose of figuring its price. Aura/Truespeak Ranks: Moderate universal, TR 10.
Construction: Engrave Inscription, must know the
Amulet of Another Name personal truename of the intended true owner, seize item,
An amulet of another name protects you from some 2,000 gp, 160 Xp, 4 days.
Truespeech effects by temporarily replacing your personal Price: +4000 gp
truename with another.
Description: An amulet of another name is a
rectangular silver plate on a thin chain. The plate is inscribed
Artifacts
with a unique personal truename, as well as other truenames Connected as it is to the fundamental nature of the
that define it to be the wearer's own. universe, it is no surprise that some of the most powerful
Prerequisite: An amulet of another name can be worn artifacts in existence are tied to the power of Truenaming.
by any living creature that possesses a personal truename. In addition to the Book of True Binds and the Tome of
Body Slot: Neck Truenaming, the following are artifacts associated with
Activation: An amulet of another name is active as long Truespeech.
The Book of Genesis the book speak of events to happen in the future, both major
The Book of Genesis is thought to be the origin point for and minor. However, the words shift and change as they are
the whole of the Material Plane. read, altering and even contradicting chains of events it has
Description: The Book of Genesis, as its name would previously described. Despite this, events generally happen
suggest, is a book, about two feet long, about a foot and a as the Book of Fate describes them to have happened, with
half in width, and over a foot thick. The book is bound in such regularity that those who have studied the book believe
age-darkened leather and its pages are covered in writing that variations are due to the actions of those who have
using the language of Truespeak. The pages towards the back gained knowledge of the future.
of the tome are yellowed and crumbling with age, while All attempts to harm the Book of Fate have failed, not
those towards the front are new, the ink almost wet on the because of some demonstrable imperishability on the part of
page. The Book of Genesis has so far proved impervious to the Book, but because all attempts have been thwarted by
all attempts to destroy it or its pages. Only age can destroy increasingly improbable coincidences. Attempts to set a
any page from the book, but as soon as one page crumbles to burning tindertwig to the pages have been stopped numerous
dust, a new page appears at the front of the book, already times by sudden gusts of wind, the onset of a rainstorm, or
covered with writing. simple failure of the tindertwig to properly light. Several
Prerequisite: Only those that can speak at least one times, the book has been stolen the night before some
utterance can read the Book of Genesis. destructive test would be attempted, and more spontaneous
Activation: Using the words of creation ability of the acts of destruction have been stopped by sudden heart
Book of Genesis is a standard action. All other effects of the attacks, lightning from a clear sky, earthquakes, and other
book are continuous. dramatic events. Perhaps no future exists where the Book can
Effect: Before anyone can tap into the power of the be harmed. Perhaps the Book manipulates the future to
Book of Genesis, they must first spend a week studying its protect itself. Perhaps the moment of the Book's destruction
pages. Once that week is complete, they gain the ability to has not yet come.
use the words of creation utterance for as long as the book Prerequisite: Only those who have at least one rank in
remains in their possession, regardless of their level or ranks the Truespeak skill can attempt to read the Book of Fate.
in Truespeak. Further, he can reshape the Material Plane as Activation: Reading from the Book of Fate requires at
though it was his own demiplane. As a final benefit, anyone least ten minutes of study per attempt.
in possession of the Book of Genesis gains a +10 Effect: Anyone who reads from the Book of Fate can
circumstance bonus on Knowledge checks to research attempt a Truespeak check (DC 25) to glean some idea of
personal truenames and no one is considered obscure to the what events are to come. If the roll succeeds, the character
possessor for the purpose of researching their personal can either get the answer to one question about the future or
truename. one "floating" reroll. If the character chooses an answer, the
The Book of Genesis is inextricably linked to the character's player may ask one yes-or-no question to the DM
Material Plane. All attempts to remove the book from the about something that might happen and the DM must answer
Material Plane, including attempts to store the book in an as honestly as he can, based on how events would likely
extra-dimensional space, fail automatically. Scholars of have played out had the character not consulted the Book. If
Truespeak theorize that destroying the Book of Genesis or the character chooses a reroll, it can be used to reroll any d20
otherwise removing it from the Material Plane would have roll made in the next week. The decision to use the reroll
disastrous consequences. must be made after the original roll is made but before the
Aura/Truespeak Ranks: Major universal, TR 23. DM declares the result of the roll. For every 5 points by
which the character beats the minimum DC on the Truespeak
roll, the character receives either one additional answer or
The Book of Fate one additional reroll.
The Book of Fate is similar to the Book of Genesis, However, the more the Book of Fate is read, the more
except that where the Book of Genesis is concerned with the future shifts and warps. Every time the Book is
what was and what is, the Book of Fate is concerned with successfully read, the DC of the Truespeak check increases
what might be. The book itself is eight inches wide, a foot by 5 for the next week. These increases are cumulative, so
long, two inches thick, and bound in midnight blue leather. successfully reading the Book three times in a week would
The parchment pages are filled with words of truespeak, increase the Truespeak DC by 15.
written in a small, even hand. The writing on the first pages Aura/Truespeak Ranks: Major universal, TR 23.
seems much older than that on the last pages, just starting to
fade at the front and with ink still fresh on the last pages. A
few blank pages exist at the very end of the book. If
watched, one can observe words being written into the book
by an invisible hand, filling page after page but never filling
all of the blank pages. Pages at the front of the book
disappear from time to time if not actively watched.
For those that can make sense of Truespeak, the pages of
Chapter Ten
Prestige Classes
Truename magic lends itself to interesting specialties
and adaptations. Prestige classes offer abilities and features
Class Features
sought after by those skilled in Truespeak, be they As you advance as an Acolyte of the Ego, you learn new
truenamers, opposed to truename magic, or simply dabblers ways in which to recite your truename, allowing you to give
looking to expand their repertoire of tricks. yourself abilities above and beyond your already
Most of the prestige classes presented here require at considerable martial talents.
least some knowledge of Truespeak, but many are accessible Hit Dice: d8
to members of many classes, especially those who take the Monk Abilities: An acolyte of the ego adds his class
Truename Training feat. Only a few require levels in the level to her monk level to determine his class-based AC
truenamer or academic classes. bonus, his unarmed damage, his unarmored speed bonus, and
his flurry of blows progression. His acolyte of the ego levels
count as monk levels for determining the number of times
Acolyte of the Ego per day he can use the Stunning Fist feat. An acolyte of the
ego does not count his class level for the purpose of
"Know thyself" determining when he gains any other monk class feature.
- Abbot Ira Dravinian, Acolyte of the Ego Recitations (Sp): An acolyte of the ego gradually
masters various ways in which to recite his own personal
The Acolytes of the Ego are an order of monks who seek truename. These recitations reinforce the acolyte in the mind
mastery over themselves through mastery over their own of the universe, giving him special abilities by making him
truenames and through it transcend the limits of their mortal more "real" than his surroundings. These recitations function
selves. as utterances (and can thus be affected by Inflection feats),
but they have one major difference. Every recitation requires
an acolyte of the ego to speak his own personal truename. As
Entry Requirements such, they can affect only him and never carry an additional
Alignment: Any Lawful personal truename effect. Each recitation lasts for one minute
Skills: Concentration 8 ranks, Truespeak 8 ranks unless otherwise noted.
Special: Still Mind class feature, must know your own An acolyte of the ego learns a new recitation with every
personal truename class level, as given in the table. An acolyte of the ego can
only learn a recitation with a level less than or equal to half
Class Skills his acolyte of the ego level (round up), so a 3rd level acolyte
The Acolyte of the Ego's class skills are Balance, Climb, of the ego can learn recitations of 2nd level or lower. You
Concentration, Craft, Escape Artist, Hide, Jump, Move may have as many recitations active at one time as you wish,
Silently, Profession, Listen, Spot, Swim, Truespeak, and but recitations obey both the Law of Sequence and the Law
Tumble. of Resistance.
Skill Points at Each Level: 4 + Int modifier Personal Truename Focus (Ex): At 4th level, an
acolyte of the ego becomes thoroughly practiced in speaking
his own personal truename, granting him a +4 bonus on all
Truespeak checks involved in speaking his own truename.
2nd +1 +3 +3 +3 2
8th +6 +6 +6 +6 8
The Bereft
Level Base Attack Bonus Fort Save Ref Save Will Save Special Utterances
3rd +1 +1 +1 +3 Fiendish Eloquence +1 level of existing utterance-speaking class or +1 level of existing spellcasting class
5th +2 +1 +1 +4 Bind Tormented Soul +1 level of existing utterance-speaking class or +1 level of existing spellcasting class
7th +3 +2 +2 +5 Swift Command +1 level of existing utterance-speaking class or +1 level of existing spellcasting class
10th +5 +3 +3 +7 Command the Fiendish Horde +1 level of existing utterance-speaking class or +1 level of existing spellcasting class
The Forgotten
Level Base Attack Bonus Fort Save Ref Save Will Save Special
9th +6 +3 +6 +6 Ageless
10th +7 +3 +7 +7 Nameless
Misplace Danger (Su): Starting at 4th level, the
universe occasionally misplaces harmful effects currently Runeblade
affecting you whenever you change your truename.
Whenever you change your personal truename, you can "Sticks and stones can break my bones, but words will
make a new save against each ongoing spell, spell-like never hurt me."
ability, or supernatural ability affecting you. This save is - unnamed bandit, deceased.
made at the same DC as the original. If you succeed on this
new save, the effect ends immediately. This ability never A runeblade is a warrior who dabbled in using the power
restores lost hit points or ability score damage, but it does of Truespeech to improve his fighting prowess and in doing
eliminate conditions, such as shaken, fatigued, or nauseated, so discovered the nature of runes. A rune is a special form of
that were caused by the spell or effect. written Truespeech, complete in itself and yet capable of
New Face (Ex): Beginning at 5th level, the universe resonating with the a properly spoken word of Truespeech to
starts to forget what you really look like. Whenever you produce even greater power.
change your personal truename, you can also change your
appearance, as though you used a disguise self spell. Unlike Entry Requirements
the spell, however, this change is an actual change. It's Base Attack Bonus: +5
effects are not illusory, so nothing feels or sounds wrong, nor Utterances: Ability to speak 1st level utterances from
can a true seeing spell see through the disguise. This ability the Lexicon of the Crafted Tool
has no effect on any equipment you may be wearing. As with Skills: Truespeak 8 ranks, Craft(Calligraphy) 8 ranks
a disguise self spell, you receive a +10 bonus on the Disguise Special: Proficiency with all martial weapons.
check if you use this ability to create a disguise. Special: Must have researched the personal truename of
You can use this ability to disguise yourself as an a shield, suit of armor, or weapon in his possession.
existing creature, but doing so requires you to change your
personal truename to something similar to the creature's own
personal truename. This requires that you know the Class Skills
creature's personal truename and increases the DC of The Runeblade's class skills are Balance, Climb,
changing your personal truename by 2. Concentration, Craft, Handle Animal, Intimidate, Jump,
Hide in Plain Sight (Su): Starting at 6th level, the Profession, Ride, Survival, Swim, and Truespeak.
universe is really confused about you and this shows in Skill Points at Each Level: 4 + Int modifier
people's memories. People can forget you are there even if
you are standing right in front of them. You can use the Hide
skill even while being observed. This ability does not apply
Class Features
As a Runeblade, you have discovered the use of runes,
against creatures immune to mind-affecting abilities.
Lost Location (Su): At 8th level, the universe has Truespeak sigils that you can use to augment your weapons
and armor with to enhance your power in battle. You also
forgotten where you can actually be found. As such, any
attempt to find you using spells, spell-like abilities, or dabble a little in utterances from the Lexicon of the Evolving
Mind and the Lexicon of the Crafted Tool.
supernatural abilities automatically fail. You leave no tracks
and have no scent, so most forms of mundane tracking Hit Dice: d10
Weapon and Armor Proficiency: A runeblade is
become impossible. Were it possible to be seen, you also
leave no fingerprints. It is as if you have never been proficient with all simple and martial weapons and with
shields (but not with tower shields). A runeblade gains no
anywhere at all.
Ageless (Ex): At 9th level, the universe is too busy additional proficiency with any sort of armor.
Utterances (Sp): At each new level, a runeblade learns
trying to keep track of who you are to bother with such
irrelevancies as your age. You no longer takes ability score one new utterance. This utterance can be of any level the
runeblade can learn but must come from either the Lexicon
penalties for aging and cannot be magically aged. Any
penalties you may have already incurred, however, remain in of the Evolving Mind or the Lexicon of the Crafted Tool.
At 2nd, 6th, and 10th level, the maximum level of utterance
place. Bonuses still accrue, but you can no longer die of old
age. the runeblade can learn from the Lexicon of the Evolving
Mind and from the Lexicon of the Crafted Tool increases by
Nameless (Ex): At 10th level, the universe has finally
forgotten which personal truename is yours. You still have one. If the runeblade has no levels in a class that naturally
learns utterances (such as a runeblade who qualified for this
one, but it no longer has any connection to the being you are.
As such, you can no longer be affected by utterances using class by means of the Least Utterance of the Crafted Tool
feat), they are considered to be able to learn 1st level
your personal truename and all attempts to research your
personal truename automatically fail. Utterances from both the Lexicon of the Evolving Mind and
the Lexicon of the Crafted Tool upon taking their first level
Additionally, you gain Truename Resistance 5.
in this class.
Runes (Sp): A runeblade has been taught or discovered
the use of runes, powerful symbols in the language of
Truespeak that allow the runeblade to combine the spoken
The Runeblade
Level Base Attack Bonus Fort Save Ref Save Will Save Special Utterances Known Runes Known
4th +4 +4 +1 +1 4 4
7th +7 +5 +2 +2 7 7
8th +8 +6 +2 +2 8 8
6th +4 +2 +5 +5 Speak Unto The Masses 6 +1 level of existing arcane spellcasting class
1st +0 +0 +0 +2 Arcane Utterance (Truespeak Bonus) +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Utter Spell (Stilled) +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Arcane Utterance (Save DC) +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Utter Spell (Costly Components) +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Arcane Utterance (Metamagic) +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Utter Spell (Inflections) +1 level of existing utterance-speaking class/ +1 level of existing arcane spellcasting class
of these classes would have gained. If you had more than one check by 2 for every 100 gp worth of material components
utterance-using or arcane spellcasting class before becoming you are attempting to ignore. You cannot ignore only part of
a true scholar, you must choose to which class to add each the material components. It must be all or nothing. You
level for the purpose of determining spells per day, caster cannot ignore a focus, only the material components.
level, spells known, and utterances known. At 10th level, you can use the power of Truespeech to
Arcane Utterance (Su): Your mastery of arcane magic enhance your spells. Whenever you use Utter Spell to cast a
allows you to use eldritch force to enhance your utterances in spell, you can apply any inflection feats you know to the
new ways. At 1st level, you can only use magic to make spell, raising the Truespeak DC as though the spell were an
reality easier to affect. You can expend an arcane spell slot as utterance.
part of speaking an utterance to gain a bonus to your
Truespeak check equal to the level of the spell slot expended.
This ability continues to improve as you level. Warden of Silence
At 5th level, you can use magic to enhance the force of
your utterances. By expending an arcane spell slot as you "He didn't speak. All he did was hold up a hand, yet I
speak a spell, you increase the save DC of the utterance by knew that should I attempt to enter the restricted section, he
1/2 the spell slot's level (rounded up). would be forced to kill me."
At 9th level, you can use your knowledge of arcane - A lost visitor to the Great Library
magic to modify the properties of your utterances as though
they were spells. By expending an arcane spell slot, you can The Wardens of Silence are an order of warrior-scholars
add a metamagic feat you know to the utterance as though it dedicated to collecting knowledge, especially about
were a spell. The level of the spell slot expended must be at Truespeak and the nature of the universe. Because so much
least twice the level adjustment of the metamagic feat to be knowledge could cause disaster if it fell into the wrong
applied. hands, members of the order are required to swear an oath of
You can use any of these abilities on any utterance you silence upon their own truenames. To further safeguard their
know, but you must expend a separate spell slot for each one knowledge, the Wardens train in techniques to use against
of them that you use. those that would misuse their research, guarding their Great
Utter Spell (Su): As a true scholar, you understand that Library zealously against truenamers and others after the
somatic and material components are only substitutions for thousands of truenames cataloged within.
the words of truespeak that are the spell's only real
component. As such, starting at 2nd level, you can choose to Entry Requirements
cast any spell as though you possessed the Eschew Materials Base Attack Bonus: +5
feat and the spell was modified with the Still Spell Skills: Listen, Spot, or Sense Motive 4 ranks, Any
metamagic feat. Doing so gives the spell a verbal Knowledge skill or Truespeak 4 ranks
component, even if it previously did not possess one, and Special: Must be proficient with all martial weapons
you must succeed on a Truespeak check (DC 20 + three Special: Must join the order of the Wardens of Silence
times the level of the spell) or the spell fails. You cannot
apply the effects of the Silent Spell feat to spells cast using
Utter Spell. At higher levels, this ability improves. Class Skills
At 6th level, you can use the power of Truespeech to The Warden of Silence's class skills are Balance,
substitute for more costly material components. When you Concentration, Decipher Script, Climb, Craft, Hide, Handle
use Utter Spell to cast a spell, you can choose to ignore the Animal, Intimidate, Jump, Knowledge (all skills, taken
material components and raise the DC of the Truespeak separately), Listen, Move Silently, Ride, Sense Motive,
Speak Language, Survival, Swim, Truespeak and Tumble. concepts, like "Where is the bathroom?" or "Timmy fell
Skill Points at Each Level: 4 + Int modifier down the well!", to others as a standard action. The Warden
must share a language with those he is attempting to
communicate with and the subjects must be able to see him
Class Features to understand him. The Warden can communicate extremely
As a Warden of Silence, you learn esoteric techniques simple ideas, such as "Stop!" or "Attack him!" as a free
for dealing with truenamers and other spellcaster in action.
exchange for your eternal silence. As you progress, you Master Librarian (Ex): At 2nd level, a Warden of
master further techniques that allow you to better counter Silence becomes infinitely familiar with libraries and other
truenamers and also help mitigate the problems of your vow repositories of knowledge, allowing him to find anything he
of silence. wishes to know about quickly. Provided that he has access to
Hit Dice: d10 a sufficiently stocked library, he can take 20 on all
Vow of Silence: A Warden of Silence has taken a vow Knowedge checks, including those to research a personal
never to speak again. If the warden ever speaks even a single truename. Further, taking 20 on a Knowledge check does not
word, whether to speak an utterance, cast a spell with a take the Warden any more time than normal. Finally, when
verbal component, or to shout for help, he loses all Warden researching a personal truename, no creature is considered
of Silence class features until he renews his vow of silence obscure to the Warden of Silence.
and receives an atonement spell. Bonus Feats: At 2nd, 5th, and 8th levels, a Warden of
Scholarly Bent: A Warden of Silence is well versed in Silence gains a bonus feat. This bonus feat may be any feat
all disciplines of academics. All Knowledge skills and the normally allowed as a fighter bonus feat or one of the
Truespeak skill are always class skills for the warden, even following feats: Truename Research, Obscure Personal
when taking a class other than Warden of Silence. If the Truename, Personal Truename Backlash, or Engrave
warden of silence purchased ranks in any of these skills at a Inscription.
cross-class rate, he receives additional ranks in those skills as Perfect Understanding of Gesture (Ex): At 3rd level,
though they had always been class skills. the Warden of Silence acquires an uncanny grasp of body
Silencing Smite (Su): A Warden of Silence can deliver language. As long as the warden can see a creature and is
an attack that renders its victim utterly silent. The warden within 100 feet of it, he can understand every word that
makes a normal melee attack and adds his Intelligence bonus creature speaks just from its body language, no matter what
(if any) to the attack roll. If the attack succeeds, the target is language the creature is speaking. In addition, the warden
rendered utterly silent for one minute. It cannot speak, cast receives a +10 competence bonus on Sense Motive checks.
spells with verbal components, speak utterances (an Utterly Silent (Ex): At 4th level, the Warden of Silence
exception to the normal rule that utterances can still be becomes perfectly silent. He makes no sound as he moves,
spoken while silenced), or make noise of any sort. It fights, or performs any other action. He automatically
automatically succeeds on all Move Silently checks. A succeeds on all Move Silently checks.
Warden of Silence may use this ability up to a number of Catalog of Utterances (Ex): At 5th level, the Warden of
times per day equal to his class level plus his Intelligence Silence has become well versed in all manner of utterances.
modifier. He automatically succeeds on all Truespeak checks to
A Warden of Silence can deliver a Silencing Smite as a identify an utterance. Further, he is treated as though he
melee touch attack that deals no damage. knew every utterance for the purpose of meeting item
Speech Without Words (Ex): Every initiate of the creation prerequisites.
Wardens of Silence is taught a method of communicating Silence Disruption (Su): At 6th level, the Warden of
ideas and information through simple hand gestures. This Silence learns ways to prevent even distant foes from
allows a Warden of Silence to communicate relatively simple
1st +1 +2 +0 +2 Vow of Silence, Scholarly Bent, Silencing Smite, Speech Without Words
The Wordspeaker
Level Base Attack Bonus Fort Save Ref Save Will Save Special Utterances/Spellcasting
1st +0 +2 +0 +2 Turn or Rebuke Undead +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Smite the Unbeliever +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Sanctify Ground +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Speak Unto the Masses +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Sacred Word +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Aura of Faith +1 level of existing utterance-speaking class/ +1 level of existing divine spellcasting class
Turn or Rebuke Undead (Su): A wordspeaker who equal to the most powerful (highest CR) creature in the
already has the ability to turn or rebuke undead adds his group. For each creature you wish to affect beyond the first,
wordspeaker level to his effective cleric level for all the DC of your Truespeak check increases by 2. The Law of
purposes related to turning or rebuking undead. Resistance still applies to utterances altered with Speak unto
A wordspeaker who doesn't have the ability to turn or the Masses, but only counts as one use of that utterance, not
rebuke undead from another class gains the ability to turn or once per creature affected. You cannot speak a personal
rebuke undead (as appropriate to his alignment) as a cleric of truename while using Speak Unto the Masses.
his wordspeaker level. As with a cleric, a wordspeaker can Sacred Word (Sp): At 8th level, a wordspeaker learns a
use this ability a number of times per day equal to 3 + his word of Truespeak that sends unbelievers reeling from its
Charisma modifier. divine power. This is a special 4th level utterance from the
Smite the Unbeliever (Sp): At 2nd level, a wordspeaker Lexicon of the Evolving Mind. As part of speaking this
learns a word of Truespeak which burns unbelievers who utterance, you must either expend a use of your turn or
hear it spoken. This is a special 3rd level utterance from the rebuke undead ability or a divine spell slot of at least 6th
Lexicon of the Evolving Mind. As part of speaking this level. The degree by which the targeted creature is harmed
utterance, you must either expend a use of your turn or depends on the difference between its Hit Dice and your
rebuke undead ability or a divine spell slot of at least 3rd divine caster level. The effects of this utterance last 5 rounds.
level. The creature targeted by this utterance takes 1d8 points Hit Dice Effect
of damage per two divine caster levels. If the creature is an Equal to or greater than caster level Deafened
outsider, this damage is doubled. Up to caster level -1 Blinded, Deafened
This utterance only has an effect upon creatures whose Up to caster level -5 Paralyzed, Blinded, Deafened
alignment does not share at least one component with yours. Up to caster level -10 Slain Instantly
For example, a lawful good wordspeaker can use smite the
unbeliever to harm a barbarian (CN), but not a paladin of Further, if the affected creature is an extra-planar
tyranny (LE). creature, it must succeed on a Will save or be instantly
Sanctify Ground (Sp): At 4th level, a wordspeaker banished back to its home plane. Creatures so banished
learns a word of Truespeak which imbues the ground cannot leave their home plane for 24 hours.
beneath his feet with divine power. This is a special 1st level This utterance only has an effect upon creatures whose
utterance from the Lexicon of the Perfected Map. As part of alignment does not share at least one component with yours.
speaking this utterance, you must either expend a use of your For example, a chaotic good wordspeaker can use sacred
turn or rebuke undead ability or a divine spell slot of at least word to harm a devil (LE), but not a demon (CE).
4th level. For one minute, all creatures that share at least one Aura of Faith (Sp): At 10th level, a wordspeaker learns
component of your alignment that are within 30 feet of you a word of Truespeak that protects a faithful creature with
are subject to the following affects: sacred power. This is a special 5th level utterance from the
Affected creatures receive a +2 sacred bonus to AC and Lexicon of the Evolving Mind. As part of speaking this
a +2 sacred bonus to saves. Both of these bonuses only apply utterance, you must either expend a use of your turn or
against attacks made or effects created by creatures which do rebuke undead ability or a divine spell slot of at least 7th
not share at least one component of your alignment. level. For the next 5 rounds, this utterance has the following
Affected creatures that share at least one component of effects upon the chosen creature:
your alignment receive a +4 bonus on all rolls made to turn First, the creature gains a +4 sacred bonus on saving
or rebuke undead. throws and a +4 sacred bonus to Armor Class. This applies to
Affected creatures are protected from mind control as all attacks.
though by a protection from evil spell. Second, the creature gains spell resistance 25 against
Lastly, summoned creatures that do not share at least spells cast by creatures that do not share at least one
one component of your alignment cannot bodily attack component of your alignment.
affected creatures. Lastly, any creature that does not share at least one
For example, a neutral evil wordspeaker can use sanctify component of your alignment who successfully makes a
ground to prevent a summoned celestial dog (LG) from melee attack against the subject must succeed on a Fortitude
attacking his allies, but it cannot prevent a summoned small save or be blinded for one minute.
earth elemental (N) or a summoned chain devil (LE) from As an example, an aura of faith spoken by a true neutral
attacking his allies. wordspeaker could force a paladin (LG), a red dragon (CE),
Speak Unto the Masses (Su): At 6th level, a an erinyes (LE), or a djinni (CG) to save or be blinded, but
wordspeaker learns to affect a number of creatures with a not a red slaad (CN) or an angel (NG).
single powerful utterance. You can only affect creatures of
the same alignment (lawful good or true neutral, for
example) with a single use of this ability, although you could
use it against a different group of a different alignment each
time. No two of the creatures you wish to affect can be more
than 30 ft apart, and the base DC for your Truespeak check is
Chapter Eleven
Monsters
Some creatures are closely attuned to the power of action if it wishes.
truespeak. They may be made from it, caused by it, or simply Instinctive Utterances (Ex): A chatterling's instinctive
have a natural affinity for it, but all draw upon the language understanding of truespeak allows it to use its Wisdom
of the universe in some way and are dangerous to the modifier instead of its Intelligence modifier on Truespeak
unprepared. checks. Saving throws against a chatterling's utterances are
10 + 1/2 the chatterling's hit dice + its Cha modifier.
Skills: A chatterling has a +4 racial bonus on Hide and
CHATTERLING Move Silently checks and a +8 racial bonus on Climb
Small Magical Beast Checks. A chatterling can always choose to take 10 on Climb
Hit Dice: 3d10 (16 hp) checks, even when rushed or threatened. Chatterlings use
Initiative: +7 either their Strength or Dexterity modifier for Climb checks,
Speed: 30 ft. (8 squares), Climb 20 ft. whichever is higher.
Armor Class: 16 (+ 3 Dex, +2 natural, +1 size), touch 14,
flat-footed 13
Base Attack/Grapple: +3/+0
Attack: Claw +5 melee (1d3+1)
Full Attack: 2 claws +5 melee (1d3+1)
Space/Reach: 5ft/5ft
Special Attacks: Utterances
Special Qualities: Chatter, Instinctive Utterances
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 13, Dex 16, Con 13, Int 2, Wis 16, Cha 10
Skills: Climb +11, Hide +7, Listen +3, Move Silently +7,
Spot +3, Truespeak +9
Feats: Improved Initiative, Dodge
Environment: Temperate mountains
Organization: Solitary or pack (2-4)
Challenge Rating: 2
Treasure: 1/10 coins, 50% goods, 50% items
Combat
A lone chatterling attacks from ambush, using reversed
inertia surge only to hold fleeing prey in place while it
closes in to attack. It uses its Dodge feat against the most
threatening physical attacker. Packs of chatterlings hunt
together, surrounding any targets crippled by reversed
inertia surges to gain flanking bonuses.
Utterances (Sp): Lexicon of the Evolving Mind: 1st -
inertia surge
Chatter (Su): A chatterling speaks utterances more
quickly than most creatures find possible. A chatterling can
speak an utterance as a move action instead of a standard