View Full Version : D&D 3.x Class The Worldspeaker revisited [Truenamer, PEACH]

2015-02-08, 10:32 PM
Well, here it is again. The worldspeaker: now with fixed feats, epic levels, and more!

Yeah, it's a truenamer, but at the same time it's so much more than a truenamer! Capable of actually doing something! All the problems with it fixed - no more infinite blindsight! Feats that don't suck! It's amazing, isn't it? Isn't it! Anyway, I figured that this bears a re-post, given the massive amount more stuff there is than there was when I first posted it. Watch this space for new Honour Guards and Mechanical Warriors, too.

The Worldspeaker
“The World speaks the truth to me, and I speak the World to the truth.”

Truespeak is an undervalued art. Its practitioners, the Truenamers, have little power. Little do they know that they have whole worlds tucked behind their tongues. The changes they make affect people, items, or areas, while wizards control cities and countries.

Worldspeakers, however, control worlds. Stars live and die at their command, and woe betide those foolish enough to stand against them. An accomplished Worldspeaker rips entire cities asunder with an impatient word, and turns skin and bone to dust and ash with a single syllable. Some, however, use their phenomenal power to create, rather than destroy. Such Worldspeakers are highly regarded, and are often revered as heroes or even gods by those who witness their great deeds.

The Worldspeaker
LevelBABFortRefWillSpecial 1st2nd3rd4th5th6th7th8th9th

1st+0+0+0+2Utterances, Known Personal Truename3————————

2nd+1+0+0+3Knowledge Focus4————————

3rd+1+1+1+3Speak Unto The Masses43———————



6th+3+2+2+5Truename Research444——————

7th+3+2+2+5Knowledge Focus5443—————

8th+4+2+2+6Bonus Recitation Feat5444—————

9th+4+3+3+6See The Named55443————

10th+5+3+3+7Knowledge Focus55544————




14th+7/+2+4+4+9Knowledge Focus5555544——

15th+7/+2+5+5+9Bonus Recitation Feat55555443—





20th+10/+5+6+6+12Say My Name and I Am There555555554

Alignment: Any
Hit Die: 1d6
Starting Age: As Wizard
Starting Gold: 4d4*10 gp (100 gp)
Class Skills:
Concentration, Craft, Perform (oratory), Knowledge (all skills, takenindividually), Truespeak, Use Magic Device.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features of the Worldspeaker:

Weapon and Armour Proficiency: The Worldspeaker is proficient in simple weapons, longbows, short bows and longswords as well as light armour, but no shields.

Known Personal Truename: As a speaker of the world, you know your own personal true name, and are familiar with it. As such, you gain a +4 to all truespeak checks in addition to the normal benefits.

Utterances (Sp): You have the ability to speak utterances, powerful combinations of truenames that can alter the world around you in fundamental ways. Utterances are counted as spells for the purposes of qualifying for feats, salient divine abilities and anything else which requires spellcasting as a prerequisite. Utterances exist in four lexicons: The Lexicon of the Evolving Mind, the Lexicon of the Crafted Tool, the Lexicon of the Perfected Map, and the Lexicon of the World Asunder. You begin play knowing three utterances of the 1st level. You gain access to higher levels of utterances at the levels indicated on the table above. When you gain access to higher-level utterances, you can choose an utterance from that level or from a lower level, if you wish.

When you gain utterances of the fourth level, the Lexicon of the Crafted Tool, the Lexicon of the Perfected Map and the Lexicon of the World Asunder become available to you. Choosing an utterance from a different Lexicon is no different from choosing a spell from a different school - you just do it.

Each utterance represents hundreds of truenames in your repertoire. When you gain the word of bolstering, for example, you say thanthan'ku'ul-hrasechni when you're delivering it on your elf ranger ally and yanu-shankrini'qalaasha when you're delivering it on your gnome rogue friend.

The Difficulty Class for a saving throw against your utterances is 10 + 1/2 your Worldspeaker level + your Int modifier.

Speak unto the Masses (Su): At 3rd level, you have the ability to affect a number of creatures of the same creature type with a single, powerful utterance. You can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although you could use it against a different group of a different creature type each round. No two of the creatures you wish to affect with your utterance can be more than short range (25+5/2 levels feet) apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR or most Hit Dice, if you are affecting PCs) creature in the group. For each creature you wish to affect with the utterance beyond the first, the DC of your Truespeak check increases by 2.
The Law of Resistance applies to utterances altered with speak unto the masses. As a result, additional uses of an utterance modified with speak unto the masses might be more difficult, even if you then want to use the utterance on a single creature later in the day.

Knowledge Focus (Ex): As a Worldspeaker, you spend a great deal of time studying the world around you in an effort to learn new truenames. At the levels indicated on Table: The Worldspeaker, you gain a permanent +3 bonus on a Knowledge skill of your choice. Each time you gain this ability, you can apply it to a different Knowledge skill, or to the same Knowledge skill, if you want to focus on a particular area of expertise.

Truename Research: At 6th level, you gain Truename Research as a bonus feat. See the feats section for details.

Bonus Recitation Feat: By repeating your own personal truename over and over with a particular inflection, you can achieve various healing effects starting at 8th level. Choose one recitation feat from those given in the feats section. You must still meet the prerequisites for the bonus feat to take it.
At 15th level, you gain a second bonus recitation feat.

See the Named (Su): Beginning at 9th level, you have the ability to see a creature from afar whose personal truename you know. This ability works as the scrying spell, but does not require a mirror or pool of water to function. Instead, you must make a Truespeak check for the creature as normal. If your check is successful, the creature does not get a save to resist the ability, but you can view the subject for only 1 round. You can use this ability exactly as though it were a fifth-level utterance of the Lexicon of the Evolving Mind, though obviously you do not need to see the target to use it.

Sending (Su): Beginning at 13th level, you can speak to creatures whose personal truenames you know from a great distance. You must make a successful Truespeak check to use this ability, as though it were a fifth-level utterance from the Lexicon of the Evolving Mind save that you do not need to see the subject.. If successful, you can send a message to the subject as a sending spell (caster level equal to your Worldspeaker level).

Say My Name and I Am There (Su): At 20th level, you develop a truename—not your personal truename, but a sort of true nickname—that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can appear at that creature's location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so.

You may not say your own name to activate this ability.

Most Worldspeakers with this ability teach the truename to their friends and allies so they can be called when needed.


To speak an utterance, you must speak in a clear voice as loud as a spellcaster. Each utterance is a spell-like ability that requires a successful Truespeak check. But becausethe language of truenames requires such precision of pronunciation and timing, an utterance takes a standard action to perform and provokes attacks of opportunity from threatening enemies. Utterances are spell-like abilities with verbal components(unlike other spell-like abilities, which have no components)that require a successful Truespeak check; the DC for the check depends on which lexicon you are uttering from. Your effective caster level for your utterances is equal to your Worldspeaker level.


If you’re worried about attacks of opportunity, you can “utter defensively” by accepting a –5 penalty on your Truespeak check for each foe who could hit you. In exchange, the utterance no longer provokes attacks of opportunity.


Spell resistance applies to your utterances, so you must succeed on a caster level check to overcome the spell resistance of creatures you speak utterances on. Because your utterances are spell-like abilities, the Spell Penetration and Greater Spell Penetration feats make those caster level checks easier, just as they do for spellcasters. When you deliver an utterance, it has an effective caster level equal to your Worldspeaker level. In addition, when speaking an utterance, you can voluntarily increase the DC of a Truespeak check by 5 to automatically overcome a target’s spell resistance.


When you deliver an utterance, you’re dealing with the cosmos itself and reshaping reality. If a target changes its creature type with a spell such as polymorph, its personal truename doesn’t change, although the truename you would use in a less specific utterance might. Shapechange, wild shape, disguise, resurrection, reincarnation —none of these change a personal truename. Only the ritual of renaming (describedin the Truename Spells section of the Tome of Magic) can change a personal truename.


With the exception of utterances that use the Lexicon of the Perfected Map and the Lexicon of the World Asunder, all utterances target a single creature or object. Because the language of truenames is both exacting and specific, the same truename doesn't necessarily apply to all four orcs charging at you. You must be able to see your target (or at least perceive it in some other way that gets you as much information as sight). However, your target doesn't need to hear the truename. You aren't speaking to the target, after all. You’re using truenames to speak to the cosmos about the target.

For utterances that use the Lexicon of the Perfected Map, you must be able to see the centre of the area you’re truenaming. You can’t truename a dungeon chamber that’s on the other side of a closed door, but you can truename the room once you open the door, even if you can’t see the entire room from the outside.
The Lexicon of the World Asunder requires that you be able to see at least part of the target - if the target is a particular star, you must be able to see it. If the target is a moon, it is entirely possible to utter at it even if there is a large tree blocking the majority of it.


Because no creature needs to hear you speak the truename, a silence spell won’t automatically stop your utterances. It is more difficult to speak a truename properly when you don’t have the feedback of hearing your own voice. You take a -5 penalty on your Truespeak check when you deliver it from within the area of a silence spell.


Unless otherwise specified, utterances work at a range of 60 feet, unless they are from the Lexicon of the World Asunder, in which case they have unlimited range.


Utterances have short durations. Your use of truenames reorders the universe as you direct, to be sure, but the universe quickly re-establishes some semblance of the status quo. When you deliver an utterance, you’re remaking reality itself. Whether the “default reality” returns quickly or slowly, it does so at its own pace. Once you’ve delivered an utterance, it will run its full course; utterances aren’t dismissible.


The effective level of an utterance is equal to its utterance level for the purpose of Concentration checks, as well as interactions with other spells and abilities, such as globe of invulnerability. However, you can increase the effective spell level of an utterance, to a maximum of level 9, by increasing the DC of your Truespeak check. For every spell level you increase the utterance by, increase the DC of your Truespeak check by 4.


Any utterance may be reversed, not just those from the Lexicon of the Evolving Mind. This essentially grants you a second utterance for all purposes except that of the Law of Resistance.


All utterances obey a single important universal law that governs Truespeak. In fact, this law—the Law of Resistance—is so pervasive that even uses of Truespeak not involved in speaking utterances must frequently obey it. Many Truespeak-based abilities, especially some prestige class abilities, follow the strictures of this law.


The first time you speak a particular utterance, you calculate the DC as described in the relevant Lexicon. However, the universe tends to resist being manipulated with Truespeak repeatedly in a short period of time, so each time you successfully speak the same utterance in a day, the DC of your Truespeak check for that utterance increases by 2. If you fail a Truespeak check, however, the DC does not increase on your next attempt of that utterance.


The Law of Sequence usually does not apply to the Worldspeaker - you have evolved above such nonsense, and can alter as many people, places and objects as you deem necessary. The exception, however, is the Word of Rising - such power does it require that it is simply unquestionable that he universe should for one moment consider a single individual from creating more than one simultaneously.


Utterance effects with ongoing durations can be dispelled normally using dispel magic. They can also be countered by counterspeaking, which works similarly to countering a spell.


To counterspeak an utterance, you must select an opponent as the target of the counterspeaking and ready an action to counterspeak. When your opponent begins to speak an utterance, you can attempt a Truespeak check (DC equal to the DC of the utterance being spoken) to identify it. If you also know the utterance, you can then attempt a second Truespeak check in an effort to counter the utterance. If your check result is higher than your opponent’s, you negate the utterance with no other results.


To dispel an ongoing utterance, you must successfully speak the same utterance on the same target as the original utterance. If your Truespeak check result is higher than the original worldspeaker’s check result, the utterance is dispelled as if its duration had expired. In cases where the Truespeak check for the original utterance is unknown, assume that it’s 11 + the worldspeaker’s Truespeak bonus.

You may not dispel your own utterance.


True names are annoying and unwieldy. Usually, it's easier to say "The man standing in front of me with a longbow" or "The man I know whose Common name is Jonah." This is all well and good, but it's far more effective to use someone's true name.

If you know someone's given name, they take a -2 penalty on their saving throw against the utterance. If you know their given surname, they take a further -2 penalty on their saving throw to the effect of a -4 penalty if you know both. However, if you know their true name, they are not entitled to a saving throw at all. Not even a deity can resist the effects of an utterance including their true name, and therefore they take great precautions against this eventuality (such as the Truename Backlash or Obscure Personal Truename feats).

Using a given name is unwieldy, as it requires you to switch between truespeak and, for example, common in the middle of the sentence. While trying to say an Common name in the middle of an Elven sentence sounds jarring, to do so in the middle of a truespeak sentence is actually unwieldy, increasing the DC to utter by 5 (whether one name or both is used).

Using a true name is even harder, as they are bundles of compound truespeak words - normally, one can say "The person who slays dragons", but if "Dragonslayer" is part of someone's true name, the words "Dragon" and "Slayer" actually intertwine in a way that is entirely alien to other languages. Even worse, the entire name moves syllables about depending on the time when these deeds were done, and if one happened while another was the case. The result is a mess even by truespeak standards; to use a true name therefore increases the DC to utter by 20.

Intelligent magic items might have common names and always have true names. A mundane or non-intelligent magic item's common name doesn't help negate its object saving throws, and even if an intelligent magic item's names are used, it might still be entitled to an object saving throw if it's attended.

To research a true name, one of the following must be undertaken:

A creature with at least 6 PC class levels, 9 NPC class levels or 12 hit dice knows its own true name.
Have access to the Book of True Names, which will reveal the true name and location of any creature you can identify unambiguously.
Be simply told the true name by someone else who knows it. Often, it is easier for a wizard or sorcerer to find a true name than it is for a worldspeaker to do so. Even though the wizard or sorcerer would probably have difficulty pronouncing it to the effect that they could actually use it in an utterance, this doesn't stop them imparting the information to a worldspeaker.
Use Legend Lore, Vision or similar, which will reveal a target's true name if they are at hand or you have detailed information on them. If they have the Obscure Personal Truename feat, they must be at hand.
A cleric whose deity knows the true name can ask for it by casting Divination.
Because they are technically one-word answers, they can be given as a response from a Contact Other Place or Commune spell, but even a deity only has a 1% chance of knowing a true name offhand. Such creatures will almost certainly know their own true name but are usually not willing to give it and never under an obligation to do so (unless a further spell is at work).
Failing this, you must visit some great source of information regarding the subject, such as a library, and then take a knowledge check. This process is explained in more detail below.

To research a true name using mundane means, you must take a knowledge check whose difficulty class is the same as that of a truespeak check against the target. You must use the relevant knowledge sub-skill, or knowledge (Arcana) for intelligent magic items and (Psionics) for intelligent psionic items. Success allows you to complete the check in two weeks; each 5 points by which you exceed the difficulty class decreases this by one day to a minumum of one day. Once the time has been reduced to one day, each further five points reduces the time by one hour to a minimum of one hour.

The Truename Research feat gives a +20 bonus on the check result, normally reducing the time taken by four days. If you're trying to research the true name of a creature with an Obscure Personal True Name, the difficulty class increases by 20.


The following feats are used in conjunction with truespeak.

Empower Utterance: You can deliver more powerful utterances.
Enlarge Utterance: You can use utterances at greater range.
Extend Utterance: You can make an utterance last longer.
Extra Utterance, Greater: Grants the use of a 5th-level utterance.
Extra Utterance, Least: Grants the use of a 1st-level utterance.
Extra Utterance, Lesser: Grants the use of a 3rd-level utterance.
Extra Utterance, Major: Grants the use of a 6th-level utterance.
Extra Utterance, Minor: Grants the use of a 2nd-level utterance.
Extra Utterance, Moderate: Grants the use of a 4th-level utterance.
Extra Utterance, Super: Grants the use of a 7th-level utterance.
Extra Utterance, Superior: Grants the use of a 8th-level utterance.
Extra Utterance, Superlative: Grants the use of a 9th-level utterance.
Focused Lexicon: Your utterances are more effective against one creature type.
Maximise Utterance: You can use utterances at maximum power.
Obscure Personal True Name: Your true name becomes harder to research.
Personal True Name Backlash: A creature who says your true name takes damage.
Quicken Utterance: You can utter as a swift action.
True Name Rebuttal: +4 bonus on attempts to counter or dispel utterances.
True Name Training: Truespeak is always a class skill for you.
Utterance Focus: +1 bonus on save DCs against specific utterance.

Except those mentioned here, the feats above have the effect written in the Tome of Magic. The effects of the True Name Research and Obscure Personal True Name feats are given in the section on researching true names, and neither has any prerequisites.

Extra Utterance
Prerequisites: Must have at least 2 ranks in truespeak, plus 2 for each level of the utterance you wish to learn. You must also know at least 2 utterances of the previous level, if any.
Effect: You learn a single utterance of the level given in the short description above.
Special: You may take this feat more than once, allowing you to use it to take multiple utterances.

Focused Lexicon
As written, but it should be clarified that the DC referred to is the DC to save against the utterance, not to utter it.

Personal True Name Backlash
Prerequisites: Obscure personal True Name
Effect: A creature who speaks your personal true name as part of an utterance or true name magic takes 1d6 points of damage for each hit die you possess.


Recitation feats are usable as swift actions, rather than as full-round actions. Otherwise, they are as written, except of course that the clause in the Recitation of Meditative State mentioning the restrictions in its use due to requiring a full-round action is void.


Tread with caution, interloper.

Extra Utterance, Dreaded: Grants the use of a 13th-level utterance.
Extra Utterance, Epic: Grants the use of a 10th-level utterance.
Extra Utterance, Legendary: Grants the use of a 12th-level utterance.
Extra Utterance, Mythic: Grants the use of a 11th-level utterance.
Intensify Utterance: Your utterance's effects are maximised and then doubled.
Persistent Utterance: Your utterance lasts all day.
Multiutterance: You may use many quickened spells in a single swift action.
Uttering Harrier: If someone utters defensively, you can attack them anyway.

Extra Utterance, Dreaded/Epic/Legendary/Mythic
Prerequisites: As Extra Utterance, but the required truespeak value is 2 higher.
Effect: As Extra Utterance.

Intensify Utterance
Prerequisites: Truespeak 30 ranks, ability to utter 11th-level utterances.
Effect: All variable, numeric effects of an intensified utterance are maximized, then doubled. An intensified utterance deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. The DC to utter an intensified utterance is 35 higher. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of an utterance.

Prerequisites: Quicken utterance, ability to utter 10th-level utterances.
Effect: You may utter one additional quickened utterance in a round, as a single swift action.
Special: You can gain this feat multiple times. Its effects stack.

Persistent Utterance
Prerequisites: Extend Utterance; truespeak 23 ranks, ability to utter 10th-level utterances
Effect: A persistent utterance has a duration of 24 hours. The persistent utterance must have a personal range or a fixed range. Utterances of instantaneous duration cannot be affected by this feat, nor can utterancess whose effects are discharged. The DC to utter a persistent utterance is 30 higher.

Utterance Harrier
Prerequisite: Combat Reflexes.
Effect: Any truespeak user you threaten in melee provokes an attack of opportunity if he or she tries to utter defensively. You get a +4 bonus on this attack roll.

2015-02-08, 10:33 PM

Utterances from the Lexicon of the Evolving Mind form the bulk of a Worldspeaker’s knowledge. These potent phrases in the language of Truespeak enable you to persuade the universe to change with respect to a single creature. Without exception, each of these utterances shares the following characteristics. These utterances can target only a single creature, unless you are of high enough level to have the Worldspeaker’s Speak Unto the Masses class feature.

The Truespeak DC for the Lexicon of the Evolving Mind is 10 + The base Utterance level + the HD of the target.


Defensive Edge:
Grant ally +1 AC, or an enemy –1 AC.
Inertia Surge:
Grant creature freedom from restricting effects, or root an enemy to the ground and prevent it from moving.
Knight’s Puissance:
Ally gains +2 on attack rolls, or enemy gains –2 on attack rolls.
Universal Aptitude:
Subject gains +5 on skill checks for 5 rounds, or enemy gains –5 on skill checks for 5 rounds.
Word of Nurturing, Minor:
Give ally fast healing 1, or deal 1d6 damage each round for 2 rounds.


Archer’s Eye:
Give ally ability to ignore concealment with ranged attacks, or protect ally from projectiles.
Hidden Truth:
Grant creature +10 bonus on a Knowledge check, or a +10 bonus on a Bluff check.
Perceive the Unseen:
Give creature the benefit of the Blind-Fight feat, or grant a creature concealment.
Silent Caster:
Ally gains benefit of Silent Spell feat, or creature is silenced.
Speed of the Zephyr:
Subject’s speed increases by 20 feet and he can run up walls, or reduce foe’s speed by 10 feet.
Strike of Might:
Target’s next weapon damage roll deals+10 damage, or target’s next weapon damage roll deals –5 damage (minimum 0).
Temporal Twist:
Ally gains one move action, or enemy is dazed for 1 round.
Word of Nurturing, Lesser:
Give ally fast healing 3, or deal 2d6 damage each round for 2 rounds.


Accelerated Attack:
Give an ally Spring Attack feat, or allow ally to move while casting a spell.
Energy Negation:
Grant an ally resistance 10 to one energy type, or deal energy damage to a foe.
Incarnation of Angels:
Creature gains the celestial template, or creature gains the fiendish template.
Seek the Sky:
Give creature ability to fly, or force a flying creature gradually to the ground.
Speed of the Zephyr, Greater:
Give ally benefit of haste spell, or enemy suffers from the effect of a slow spell.
Temporal Spiral:
Target gains one extra move or attack action, or enemy is dazed for 3 rounds.
Vision Sharpened:
Subject gains benefit of see invisibility, or subject becomes invisible.
Word of Nurturing, Moderate:
Give ally fast healing 5, or deal 4d6 damage each round for 2 rounds.


Breath of Cleansing:
Allow ally second save against ongoing effect, or nauseate an enemy.
Caster Lens:
Increase ally’s caster level by 2, or reduce enemy’s caster level by 2.
Confounding Resistance:
Grant ally ability to avoid partially harmful effects, or remove evasion from an enemy.
Magic Contraction:
Ally gains spell resistance, or grant a creature benefit of Empower Spell feat.
Morale Boost:
Remove fear from a creature, or frighten an enemy.
Word of Bolstering:
Cure 1d6 points of ability damage or drain to one ability score, or cause –1d6 penalty to one enemy’s Str, Dex, or Con.
Word of Nurturing, Potent:
Give ally fast healing 10, or deal 6d6 damage each round for 2 rounds.


Eldritch Attraction:
Move a creature 40 feet closer to you, or 40 feet farther away from you.
Energy Negation, Greater:
Ally gains immunity to one energy type, or give ally an energy shield that damages attackers.
Essence of Lifespark:
Remove one negative level from creature, or one enemy gains one negative level.
Preternatural Clarity:
Give an ally a +5 floating bonus for attacks, saves, or checks, or make an enemy confused.
Seek the Sky, Greater:
Give creature fly speed of 120 feet (perfect), or cause a flying creature to fall and take damage.
Sensory Focus:
Creature gains blindsight, or creature is blinded and deafened.
Ward of Peace:
Ally cannot be attacked, or temporarily banish target to extradimensional pocket.
Word of Nurturing, Critical:
Give ally fast healing 15, or deal 8d6 damage each round for 2 rounds.


Breath of Recovery:
Remove conditions from an ally, or paralyze an enemy.
Ether Reforged:
Creature gains the benefit of defences against incorporeal foes and can affect them normally, or creature can become ethereal.
Knight’s Puissance, Greater:
Ally gains +5 on attack and damage rolls, or enemy gains –5 on attack and damage rolls.
Mystic Rampart:
Ally gains DR 5/— and +5 on saves, or enemy incurs –5 AC and saves.
Singular Mind:
Free subject from enchantments, curses and possession, or dominate one creature.
Word of Nurturing, Greater:
Give ally fast healing 20, or deal 10d6 damage each round for 2 rounds.


Word of Nurturing, Super:
Give ally fast healing 25, or deal 12d6 damage each round for 2 rounds.
Eldritch Attraction, Super:
Move a creature 80 feet closer to you, or 80 feet farther away from you.
Word of Bolstering, Super:
Cure 2d6 points of ability damage or drain to one or two ability scores, or cause –2d6 penalty to one or two of an enemy’s Str, Dex, or Con.


Word of Nurturing, Superior:
Give ally fast healing 30, or deal 15d6 damage each round for 2 rounds.
Seek the sky, Superior:
Give creature fly speed of 240 feet (perfect), or cause a flying creature to fall instantly and take damage.
Knight’s Puissance, Superior:
Ally gains +10 on attack and damage rolls, or enemy gains –10 on attack and damage rolls.


Word of Nurturing, Superlative:
Give ally fast healing 40, or deal 20d6 damage each round for 2 rounds.
Energy Negation, Superlative:
Ally gains immunity to three energy types, or give ally an energy shield that damages attackers.
Word of Bolstering, Superlative:
Cure 3d6 points of ability damage or drain to one, two or three ability scores, or cause –3d6 penalty to one, two or three of an enemy’s Str, Dex, or Con.
Essence of Lifespark, Superlative:
Remove two negative levels from creature, or one enemy gains two negative levels.

Archer's eye:
Change “Penalties for concealment” to “Penalties for any less than total concealment.”

Ether Reforged:
The Duration should read “5 Rounds”

Hidden Truth:
The duration should read “Instantaneous.” Hidden Truth does not stack with itself.

Incarnation of Angels:
Attempting to banish a target affected by Incarnation of Angels has whatever effect it would have were it not for the spell.

Seek the Sky, Greater:
The Duration should read “5 rounds.” The target of the reversed version cannot fly for the duration.

Sensory Focus:
The Blindsight granted by the spell works to a range of 60 feet.

Spell Rebirth:
This utterance belongs to the Lexicon of the World Asunder instead of the Lexicon of the Evolving Mind. It targets a single spell, not a creature.

Temporal Twist, Temporal Spiral:
Temporal Twist grants a Move action and Temporal Spiral grants either a single attack or a move action.

Universal Aptitude:
Change “For 5 rounds,” to “For the Duration of the Utterance.”

Word of Nurturing, All:
Change “A creature” to “The target.”

New Utterances:
Word of Nurturing, All/Knight’s Puissance, Superior/Essence of Lifespark, Superlative/Eldrich Attraction, Super:
As Greater Word of Nurturing/Greater Knight’s Puissance/Essence of Lifespark/Eldrich Attraction respectively, with the altered values given in the shorthand spell description.

Energy Negation, Superlative
Reverse: You grant an ally an energy shield which acts as the energy shield from Energy Negation, except that it does 20 damage of each of three different damage types.

Seek the Sky, Superior
As Greater Seek the Sky, only the normal version of the spell grants a 240 foot fly speed, and the reversed version forces the foe to the ground before they have a chance to react. They hit the ground instantly, even if they are over 500 feet from the ground. They may not make checks to reduce the damage, nor cast Feather Fall or similar - they take the full damage from the fall (although DR and similar are still effective), and fall the full distance. Anyone or anything they fall onto is struck, but may take a reflex save for half damage.
The target, whether flying or not, immediately falls prone in their own square, and cannot stand up or fly for the duration of the spell. If they are underwater, they are dragged to the bottom and held there for the duration.

Word of Bolstering, Super:
As Word of Bolstering, only after rolling the first die, you may choose the same or another ability score, roll another die and apply its effects.

Word of Bolstering, Superlative:
As Super Word of Bolstering, but you may roll a third die.

2015-02-08, 10:34 PM

Beginning at 4th utterance level, you may learn your first utterance within the Lexicon of the Crafted Tool. All the utterances in this lexicon target objects—often the weapons and armour that you, your allies, or your enemies use. Spell resistance applies to these utterances, as it does normally to spell-like abilities. Also as normal, attended objects gain the benefit of their wielder’s spell resistance, if any.
If you target an item wielded or carried by a creature with spell resistance, the item gains the benefit of that ability. Items in a creature's possession, or with their own save values, may also save against the effects.
The Utterance DC for the Lexicon of the Crafted Tool is 10 + Base Utterance Level + Item’s Caster level (if any)


Fortify Armour:
Make a creature’s armour able to negate critical hits and sneak attacks, or make it more susceptible to them.
Keen Weapon:
Improve or reduce the threat range of a weapon.


Agitate Metal:
Cause a creature’s metal equipment to radiate painful heat or cold.
Analyze Item:
Discern or obscure the properties of a magic item.


Rebuild Item:
Restore an item destroyed within the last round to perfect form and functionality, including any magic properties it had, or destroy an item.
Suppress Weapon:
Suppress the energy property of a weapon, or increase it.


Suppress Item:
Suppress the properties of a magic item, or increase them.
Transmute Weapon:
Change a weapon or armour’s special material.


Metamagic Catalyst:
Give a potion or scroll the benefit of a metamagic feat, or reduce its effect.
Seize Item:
Bring an object within range instantly to your hand, or force it away from you at perilous speed.
Weapon of Eternity:
Weapon is always or never loaded and ready to fire.


Word of Disjunction:
Acts as Mage’s Disjunction, or returns magical properties and stops items losing them.

Amend level as above.

Agitate Metal:
The use of Chill Metal functions as the reverse variant of the Utterance.

Analyse item:
The duration should read “Normal: Instantaneous, Reverse: 5 minutes.”
Reverse: The touched object and its wearer gain a +10 bonus to saves against divination spells.

Fortify armour:
Reverse: You expose weaknesses in a suit of armour. Sneak attacks deal one and a half times as much precision damage as normal, while critical hits are multiplied by 1.5 as well as the normal critical modifier.

Keen weapon:
Reverse: You reduce the threat range of a weapon by one. Weapons with a base threat range of 20 can no longer make a critical threat, though coups de grace and similar are unaffected.

Metamagic Catalyst:
The range should read “Normal: touch, Reverse: 30 ft” and the Duration should read “Normal: 1 round, Reverse: 5 rounds.”
Reverse: The target potion or scroll instead receives the reversed effect of the chosen metamagic - you may halve all variable numeric components of the spell, reduce the effective level by up to 2 (to a minimum of 0), halve the range or halve the area of effect. You may also minimise the spell, but doing so increases the truespeak DC by 10.

Rebuild Item:
The normal version of the utterance is ineffective on items whose effects are activated by breaking them.
Reverse: You destroy the touched item. You cannot, however, destroy an artefact in this manner.

Seize Item:
Reverse: You throw the item, or force it back, at threatening speed. The item is thrown up to 60 feet in any direction if you hold it, or directly away from you if you do not. As with the normal version of the spell, you must disarm the wielder if they are not you.
Any person in the path of the flying object, including its ex-holder, may be hit on a ranged touch attack, using your intelligence in place of your dexterity, but you . Anyone struck by the item takes damage as though it had fallen the distance it flew to reach them, plus damage as though you had struck them with it, using your intelligence in place of your strength.
The item then continues on its way, and finally comes to rest. If it ends its journey in midair, in water, etcetera, it falls as normal - for it, the utterance is over. If the item hits an impassable solid object, it deals damage as it would to anyone else, but also takes damage as though it had fallen twice the distance it has travelled.

Suppress item:
Reverse: The item’s properties are doubled for the duration of the utterance: an enhancement bonus grants twice the bonus to attack and damage rolls; extra damage is doubled; Keen weapons have triple the threat range instead of double, and so forth. For properties where this makes no sense (such as vorpal) the utterance is ineffective.

Suppress weapon:
Reverse: The reverse utterance works exactly as the normal version, save that the effect is instead doubled.

Transmute weapon:
Target should read “Normal: One weapon, Reverse: One piece of armour or shield”
Whenever a weapon (or armour, see reverse) returns to its normal form, any direct effects of that special material end - for example, a Thinaun weapon would release the soul within it once the duration expired, but until it did so, the soul within it would remain trapped and foil any attempt to resurrect its owner. However, damage and non-magical fire, for example, caused by special material would remain.
A shield or piece of armour targeted with this utterance can be changed into a special material (DMG 283) of your choice. You can make it, adamantine, mithral, or whatever other special material you wish. The item is treated as if made of that substance, and its hardness, hit points, and the damage it deals through spikes and shield bashes might be affected depending on your choice.

New utterances:

Weapon of Eternity:
Level: 8
Range: 30 feet
Target: Normal: One ranged weapon or siege engine requiring ammunition, which was loaded at some point in the last round. Reverse: One ranged weapon or siege engine.
Duration: 5 rounds
Normal: Calling upon the universe to return the target weapon to its loaded state whenever it is not so, you cause a weapon to be constantly loaded and ready to fire. You choose a type of ammunition that was in the weapon in the last round, and the weapon is always loaded with it and ready to fire. If a piece of ammunition is fired, a new one appears in its place and the old one is invariably broken by the impact. If the ammunition is removed or ruined, it automatically returns to its old location and condition, leaving the thief or saboteur empty-handed. At the end of the duration, the weapon is still loaded.
Reverse: You bring about a change in the target weapon whereby it always returns to its unloaded state no matter how hard anyone tries to load it. The weapon expels arrows or bolts, powder and shot, undamaged in its own square (or as close as possible to the central rear square if it occupies more than one), usually to the quiver, barrel or box in which they were held. Any preparation towards firing the weapon is inevitably wasted, and not even a bow can be loaded properly.

Word of Disjunction:
Level: 9
Range: 30 ft
Target: All magic items in range
Duration: 5 rounds
The DC to utter Word of Disjunction uses the highest CL among all the items it affects.
Normal: Word of Disjunction acts exactly as Mage’s Disjunction except as stated above.
Reverse: Word of Disjunction returns the magic properties of unbroken items which have had them suppressed or used up, and prevents them from losing them, for the duration of the utterance.

2015-02-08, 10:35 PM

Utterances from the Lexicon of the Perfected Map allow you to reshape the landscape that surrounds you, making it deadly to your enemies or otherwise advantageous to you. Unless stated otherwise, all the utterances from this lexicon affect a 20-foot-radius spread area and have a range of 100 feet.
An utterance from the Lexicon of the Perfected Map has a DC of (10 + 3*Utterance level).


Fog from the Void:
Create a cloud of fog that obscures sight and might make movement difficult, or clear mists obscuring vision.
Shield of the Landscape:
Alter the land to temporarily negate or provide cover.
A violent pulse of energy knocks creatures from their feet, or jolts them back to a standing position.


Circle of Regeneration:
Create Circle of Positive or Negative Energy.
Circle of Defence:
Increase saves of those in an area.


Energy Vortex:
Fill the area with energy that damages your foes, or make it provide allies with resistance.
Speak Rock to Mud:
Turn solid rock into cloying mud, or vice versa.
Transform the Landscape:
Add or remove difficult terrain in the area.


Lore of the World:
The world gives you information you request, or makes an area impossible to perform knowledge checks in.
Master of the Four Winds:
Bend the winds to your will, or halt them entirely.
Thwart the Traveller:
Prevent extra-dimensional travel in the area, or force creatures into another plane.


Energy Vortex, Superior:
Fill an area with energy which deals more damage to your foes, or make it provide allies with more resistance.
Circle of Regeneration, Superior:
Create powerful circle of Positive or Negative Energy.
Planar Circle:
Replicate or suppress Planar effect in an area.
Abyssal hole:
Create temporary Portable Hole or replicate the effects of placing one within a Bag of Holding.


Anger the Sleeping Earth:
Shake the earth, as the earthquake spell, or stabilise the area.
Conjunctive Gate:
Create a portal between two planes, or close Gates.
Deny Passage:
Prevent creatures from entering or leaving an area, or force them into or out of it.


Amend level as above.

Anger the Sleeping Earth:
The duration should read “Normal: 1 round, Reverse: 5 rounds”.
Reverse: You stabilise the target area, causing it to become open ground and leaving those within utterly unperturbed by anything from violent weather to underfoot lava. Even Control Weather and Earthquake have no place in this area, as it diverts them utterly.

Conjunctive Gate:
The duration should read “Normal: 1 Minute, Reverse: instantaneous or one minute”
Reverse: You close one Gate or other method of long-distance magical transportation (such as a Teleportation Circle or another Conjunctive Gate). If it is permanent (for reasons of a Permanency spell, for example) it reappears after one minute.

Deny Passage:
The duration should read “Normal: 1 Minute, Reverse: Instantaneous”
Reverse: You either force creatures towards or away from the centre of the utterance. If you choose away, all creatures in the area move in a straight line directly away from the centre until they reach the boundary of the utterance. If you choose towards, all creatures in the area are dragged towards the centre, landing five feet from it, unless they were closer than that already.
Either way, any creature impeded on its journey takes and inflicts damage as though it had fallen twice the distance it has moved, and moves past the obstruction if it is possible to move through its square. If not, the creature is pressed flat against the obstruction - tantamount to falling prone if they are against the floor.
Then, the utterance fades and creatures fall as normal.

Energy Vortex:
Reverse: You fill the area with a shield against a particular type of energy - acid, cold, electricity or fire. All creatures in the area have resistance 10 to that type of energy.

Fog from the Void:
The duration should read “Normal: 1 minute, Reverse: 1 Round”
Reverse: You call forth a strong wind in the area. By adding 10 to the DC, you may instead cause a severe wind in the area.

Lore of the World:
The area is only for the normal version. The reversed version affects the usual area.
Reverse: You shield knowledge from those in the area, and shield those in the area from knowledge. All knowledge checks made by or about anyone or anything in the area fail for the duration.

Master The Four Winds:
Reverse: You halt all wind within one mile of your own location for the duration. The area moves with you.

Shield of the Landscape:
The effect which removes cover is treated as the reverse effect.

Duration should read “instantaneous”.
Save should read “Normal: Fortitude negates, Reverse: none.”
Reverse: You conjure a more directional shockwave that pushes creatures straight up. Any creature in the area who is prone may get up. This does not provoke attacks of opportunity, as their foes are too busy being several feet in the air.

Speak Rock to Mud:
Reverse: You change the fundamental nature of thick mud in the affected area, turning it into solid stone. This utterance functions as a transmute mud to rock spell with a caster level equal to your truenamer level, except as noted here.

Thwart the Traveller:
Reverse: Will negates. You force all occupants of the area into a plane of your choice, where they remain for the duration. Once the duration expires, they return to their original location, or as close as possible, even if they are dead. If they are unable to undergo planar travel when the duration expires, they remain in the plane to which they were sent.

Transform the Landscape:
Removing terrain now functions as the reverse effect of the utterance.

New Utterances:

Abyssal Hole:
Level: 8
Duration: Normal: 1 minute/permanent, Reverse: Instantaneous
Normal: You create a Portable Hole on a surface. It lasts for one minute, and cannot be damaged or picked up. If it is dispelled or its duration expires, it retains all its contents for the next casting.
Reverse: The utterance replicates the effects of placing a Portable Hole within a Bag of Holding. If there is a Bag of Holding within range, this may be the Bag of Holding in question, otherwise both are hypothetical as they would be destroyed anyway.

Circle of Defence:
Level: 5
Duration: 1 minute
Normal: You create a protective circle, increasing all saves of the occupants by 5 for the duration.
Reverse: You curse an area, decreasing all saves of those inside by 5 for the duration.

Circle of Regeneration:
Level: 5
Duration: 1 minute
Normal: You create a circle of Positive Energy, dealing 10 positive energy damage (healing) to all creatures in the area, and 5 more per round.
Reverse: You instead create a circle of Negative Energy which deals 10 negative energy damage to all creatures in the area, and 5 more each round.

Circle of regeneration, Superior:
Level: 8
As Circle of Regeneration, only the damage is doubled in all cases.

Energy Vortex, Superior:
Level: 8
As energy vortex, only the effects are doubled.

Planar Circle:
Duration: 1 minute
Normal: Choose a plane of existence. The planar effects of that plane are replicated in the target area - for example the plane’s alignment, gravity effects or the healing effect of the Plane of Positive Energy - while any remaining effects are provided by the plane on which you are.
Reverse: The Planar effects of the plane which the area is in are revoked, and replaced with those of the Material Plane, within the area. If you are on the Ethereal plane, occupants of the target area can still see the material plane as normal.

2015-02-08, 10:36 PM

The Lexicon of the World Asunder is the most powerful of the lexicons. Unless stated otherwise, all utterances from the Lexicon of the World Asunder have an infinite range. The target and the area of effect are usually one and the same, and in other cases it is given in the description.
When not given in the description, the utterances of the Lexicon of the World Asunder have the following DCs:
Affects a creature: As Lexicon of the Evolving Mind
Affects an item or spell: As Lexicon of the Crafted Tool
Affects an area or similar: As Lexicon of the Perfected Map


Move you to someone or something you can see, or vice versa.
Spell Rebirth:
Restore a dispelled or dismissed spell, or dispel one spell.

Rend the World:

Create a massive fissure, or fix a natural hazard.


Word of the Planes:
Send a creature to another plane, or force creatures onto this one.
Voice of Command:
Take control of the target, or free it from magical control.
Second Word:
Set an utterance to start under certain conditions, or cast an utterance which will end under certain conditions.


Word of Unrelenting Force:
You shout so hard that all nearby creatures are thrown back, or throw yourself forwards out of harm’s way.


Word of Rising:
Create a floating island, or sink one into the sea.
Walk between Worlds:
You can travel between planes at will, or prevent a target from travelling between planes.


Gate of Worlds:
Create a massive gate which can fit cities in, or summon an army of weak extraplanar creatures.

Spell Rebirth:
This utterance belongs to the Lexicon of the World Asunder instead of the Lexicon of the Evolving Mind. It targets a single spell, not a creature.

New Utterances:

Gate of Worlds:
Level: 9
Target: Area visible of up to 50 mile radius
Duration: concentration up to 2 rounds.
Normal: You create a Gate, as the spell, only large enough that it can potentially fit a city through it. You cannot, however, use the gate for summoning purposes. If the Gate of Worlds would close while it is blocked by a substantial object (at least colossal) it stays open for up to one more round. If it does close while something is part way through, they are cut in two as one might expect.
Reverse: You create a large gate which pours legions of relatively weak creatures through it. The gate produces either 2d6 CR 8 creatures 3d6 CR 7 creatures, 5d6 CR 6 creatures, 7d6 CR 5 creatures, 10d6 CR 4 creatures, 13d6 CR 3 creatures, 16d6 CR 2 creatures or 20d6 CR 1 creatures each round, determined by the caster. You must determine which creatures you are summoning when you use the utterance, but they can be different creatures - even creatures of different CR - each round, though it must be possible to find them on the same plane. This version of the utterance cannot otherwise be used for planar travel.

Level: 4
Target: Normal: Location visible, Reverse: Creature or object visible weighing no more than 250 lbs.
Duration: Instantaneous
Save: Normal: None, Reverse: Will partial
Normal: You teleport to the target location with perfect accuracy.
Reverse: The target goes to a location of your choosing within 10 feet of you. If the target is an object that will fit in your hand, you may cause it to go there and may use it normally. While you choose where the target ends up, you cannot place them in a solid object.
A target who passes their will save is instead teleported five feet towards you, unless that would cause them to end up in a solid object, in which case they are unaffected.

Rend The World:
Level: 5
Target: Normal: A line no longer than 60 feet, at least half of which you can see, on the ground or floor, Reverse: A natural hazard eg. a volcano or a normal Rend the World.
Duration: Instantaneous
Save: See text.
Normal: You attempt to cause a 5 foot wide fissure up to 100 foot deep along the line. In a building or similar, the utterance does 100d6 damage to the floor, and if the floor survives no fissure is created. The fissure will break through anything in or attached to the floor, and anyone atop the fissure must take a Reflex save or fall into the fissure - success allows them to leap to an adjacent square.
Reverse: You remove the danger posed by the natural hazard, by closing or otherwise deactivating it.

Second Word:
Level: 6
Target: 1 Utterance you can cast, see text.
Duration: One day, or until discharged.
General: Second Word’s truespeak DC is the same as the DC to utter the target utterance +10.
Normal: Second word acts in a similar manner to Contingency, save that it allows you to set a single utterance of a level up to a third of your Worldspeaker level to be activated under a certain condition, and not necessarily upon yourself.
Reverse: You use another Utterance, of any level you know, at the same time as Second Word. This comes into effect immediately, but under certain conditions will end.

Voice of Command:
Level: 6
Target: Creature or intelligent magic item you can see.
Duration: Normal: Six hours, Reverse: Instantaneous
Save: Will negates
Normal: The target creature obeys you utterly until the duration expires. If not commanded, it will attempt to protect both you and itself to the best of its ability, prioritising the former.
Reverse: The creature is freed from any effect preventing it from acting of its own free will, except for Gate, Geas/Quest, Limited Wish, Miracle, and Wish. If the caster can see the target, he is entitled to a will save, otherwise there is no save.
You may voluntarily increase the truespeak DC by 20 to affect Geas/Quest or Limited Wish, or by 30 to affect Gate, Miracle or Wish.

Walk Between Worlds:
Level: 8
Target: Normal: You, Reverse: Creature visible
Duration: Normal: 1 minute, Reverse: 1 hour
Save: Normal: None Reverse: Will negates
Normal: While the utterance is in effect, you may enter another plane of existence once per round during your movement. This is inaccurate at best; you invariably end up in a random habitable location on the plane.
Reverse: If the target fails their save, they cannot travel between planes by any means - if they walk through a Gate, they will literally walk directly to the other side of the gate unless it leads to the same plane.

Word of Rising:
CAUTION: While it lacks many practical applications, Word of Rising is easily the most powerful utterance available to a Worldspeaker, and more easily still the most complex. DMs should be wary of allowing a Worldspeaker to wield such power.
Level: 8
Target: Island (or similar object) of no more than 500 square miles visible.
Duration: Forever
General: The truespeak DC is as normal plus the highest HD of all creatures on the island, if any, apart from yourself. You may make the effect take half as long by increasing the DC by 20. You may thus quarter the time by increasing the DC by 40.
The law of Sequence applies solely to this utterance, forbidding you from using it while you have another Word of Rising active.
Normal: The target island begins to rise slowly into the air. This is a lengthy process, comprised of three stages.
The first stage lasts one day per square mile of the island - if the island is a fraction of a square mile, it rises faster proportionally. The entire island begins to lift itself out of the water. Every 3d6 minutes, everyone on the island must make a fortitude save or fall prone and take 1d4 nonlethal damage (the roll is made after the previous time this occurs). The entire island only rises about 50 feet from its original position during this time, but there is often a noticeable change in sea level.
The second stage takes 1 hour per square mile of the island. The entire island floats into the air, until it is about 600 feet above sea level at its lowest point. During this time, it is relatively stable.
The third stage lasts forever, and the island now floats proudly above its original location.
If the spell is dispelled, the island falls and falling damage is distributed as normal, much to the chagrin of those beneath it. If dispelled in the second or third stage, the island also creates a massive tidal wave which is 1 metre tall for each square mile of the island and travels the same distance as the island fell, the exact implications of which are left to the DM. Otherwise, the island lands with an ineffectual splash.
Reverse: The island is pushed underwater. This likewise comprises three stages.
The first stage lasts 1 day per square mile of the island - islands smaller than 1 square mile take proportionately less time - during which the island starts to submerge. It takes the entire time before the majority of the top surface is about 5 feet below the water, but after three quarters of the time the island is mainly below sea level. In any case, as it sinks beneath the waves the entire island acts as though subjected to the Earthquake spell every 3d6 minutes.
The second phase lasts 1 week per square mile of the island. The island drops down until it hits a solid object. Every 3d6 rounds, the entire island acts as though subjected to the Earthquake spell.
The third phase lasts forever, as the island lies at peace at the bottom of the world.
If the spell is dispelled in the first phase, the island invariably rises to the surface in the same time for which the spell was active, but to a maximum of only five minutes. If it is dispelled during the second or third, it rises as it fell only at sevenfold speed. It is not the subject of any more earthquakes. It then rises dramatically from the depths over five minutes. When the island rises, boats have a tendency to be unharmed if they can support themselves on dry land (i.e. are flat-bottomed) but otherwise the hull is usually ruined, or the ship topples over.

Word of the Planes:
Level: 6
Target: Creature visible
Duration: Instantaneous
Save: Will Negates (Harmless)
Normal: The target creature travels to a plane of your choice as per the Plane Shift spell. If you Speak Unto the Masses, all creatures who fail or eschew their will saves arrive in the same position relative to one another in which they currently are.
Reverse: A target on a different plane is dragged onto this one, generally between the Ethereal and Material planes. The target takes a -5 penalty on the will save due to their proximity.

Word of Unrelenting Force:
Level: 7
Target: Normal: 20 foot cone, Reverse: Location visible.
Cast time: Normal: Standard action, Reverse: Immediate action.
Duration: Instantaneous
Save: See text.
Normal: You shout so loudly that the force of your voice sends creatures flying back. Creatures in the area take 3d6 sonic damage, and, unless prone, must take a fortitude save or be hurled backwards. Creatures gain a +2 bonus to the fortitude save for each size category they are above medium, and a -2 penalty for each size category below. They pass automatically if they are further than 10 feet back.
Creatures passing the save must then take a reflex save or fall prone in their own square. Creatures who fail the initial save are launched backwards 5 feet and upwards 5 feet for each point they failed the save by, and take falling damage as normal.
Reverse: Your shouting carries you 50 feet from your current location, without falling. You move past obstructing creatures and do not provoke attacks of opportunity from moving. This will allow you to dodge attacks, spells, or even entire full attack actions.

2015-02-08, 10:37 PM
The Epic Worldspeaker


Knowledge Focus



Recitation of Ultimate Power

Knowledge Focus



Recitation of Diplomatic Immunity

Knowledge Focus





Recitation of the Epic Destiny, Knowledge Focus

Epic Utterances
The worldspeaker continues to gain utterances beyond 21st character and 9th utterance level, as shown on table: the epic worldspeaker. He chooses these from the Lexicon of the Undying Legion, the Lexicon of the Epic Artifact, the Lexicon of the Ultimate Zone and the Lexicon of the Ages Torn, which are the epic equivalents of the four normal lexicons.

Recitation of Ultimate Power
From 23rd level, the worldspeaker may make a Recitation of Ultimate Power, allowing him to increase the caster level of the next utterance he makes by 1. He may benefit from this recitation a number of times in a row equal to his level, and may keep making the recitation to keep its effect; if he does anything but make further Recitations of Ultimate Power, take five-foot steps or other free actions, or make the utterance, the benefit is wasted.

Recitation of Diplomatic Immunity
From 26th level, the worldspeaker may make a Recitation of Diplomatic Immunity. Until the start of the worldspeaker's next turn, he is immune to everything. No spells can target nor affect him, he cannot lose hit points, he cannot gain unwanted conditions, he does not age (which usually only matters if he keeps making the recitation for several months to a year).

The worldspeaker's items are likewise affected, though if they are capable of taking actions beyond talking, doing so causes them to stop being subject to the effect. Also, female worldspeakers who are pregnant and continually use the recitation do not further develop their child, though the child is perfectly safe.

Recitation of the Epic Destiny
At 30th level, the worldspeaker may make a Recitation of Epic Destiny, but only once per day. The worldspeaker makes a single truespeak check, and may, at some point in the next hour, add it to a single attack roll, a single damage roll, a single check for each skill (including truespeak) and one instance of each of his three saves.

The Lexicon of the Undying Legion

10th-level utterances
Word of Nurturing, Epic: Give ally fast healing 50, or deal 25d6 damage each round for 2 rounds.
Word of Bolstering, Epic: Cure 4d6 points of ability damage or drain to one or more ability scores, or cause –4d6 penalty to one or more of an enemy’s Str, Dex, or Con.
Essence of Lifespark, Epic: Remove three negative levels from creature, or one enemy gains three negative levels.
Caster Lens, Epic: Increase ally’s caster level by 5, or reduce enemy’s caster level by 5.
Mystic Rampart, Epic: Ally gains DR 10/— and +10 on saves, or enemy incurs –10 AC and saves.
Death Mission: Ally becomes a god of war, or enemy takes massive attack penalties.

11th-level utterances
Word of Nurturing, Mythic: Give ally fast healing 60, or deal 30d6 damage each round for 2 rounds.
Word of Bolstering, Mythic: Cure 5d6 points of ability damage or drain to one or more ability scores, or cause –5d6 penalty to one or more of an enemy’s Str, Dex, or Con.
Essence of Lifespark, Mythic: Remove four negative levels from creature, or one enemy gains four negative levels.
Caster Lens, Mythic: Increase ally’s caster level by 7, or reduce enemy’s caster level by 7.
Mystic Rampart, Mythic: Ally gains DR 12/— and +12 on saves, or enemy incurs –12 AC and saves.
Immortal's Wrath: Ally gains divine rank of zero or god loses divine resistances and immunities.

12th-level utterances
Word of Nurturing, Legendary: Give ally fast healing 80, or deal 40d6 damage each round for 2 rounds.
Word of Bolstering, Legendary: Cure 6d6 points of ability damage or drain to one or more ability scores, or cause –6d6 penalty to one or more of an enemy’s Str, Dex, or Con.
Essence of Lifespark, Legendary: Remove five negative levels from creature, or one enemy gains five negative levels.
Caster Lens, Legendary: Increase ally’s caster level by 10, or reduce enemy’s caster level by 10.
Mystic Rampart, Legendary: Ally gains DR 15/— and +15 on saves, or enemy incurs –15 AC and saves.
Unname: Target ceases to be or is restored to life.

13th-level utterances
Word of Nurturing, Dreaded: Give ally fast healing 100, or deal 50d6 damage each round for 2 rounds.
Word of Bolstering, Dreaded: Cure 8d6 points of ability damage or drain to one or more ability scores, or cause –8d6 penalty to one or more of an enemy’s Str, Dex, or Con.
Essence of Lifespark, Dreaded: Remove seven negative levels from creature, or one enemy gains seven negative levels.
Caster Lens, Dreaded: Increase ally’s caster level by 15, or reduce enemy’s caster level by 15.
Mystic Rampart, Dreaded: Ally gains DR 20/— and +20 on saves, or enemy incurs –20 AC and saves.
Death Mission, Dreaded: Ally becomes a killing machine or enemy becomes a lot easier to kill.

Upgraded utterances from the lexicon of the Evolving Mind
To determine the exact effect of these utterances, consult the text of the original utterance and replace numerical values with those in the short description above.

Death Mission
Save: Normal: None, Reverse: Will negates
Normal: You turn an ally into a frenzied killing machine. The ally gains +10 to his strength, dexterity, all saves (including his newly improved reflex save), attack rolls, damage rolls, and his armour class, +100 feet to all modes of transport, DR 20/-, resistance to everything 20 and 100 temporary hit points, but cannot use spells, powers or spell-like or psi-like abilities for the duration.
Reverse: You make an enemy vulnerable. Any attack made against them is considered a sneak attack, if applicable, and a critical hit. They take a -10 penalty on attack and damage rolls, and to their strength and dexterity.

Death Mission, Dreaded
As Death Mission, but all values are doubled.

Immortal's Wrath:
Save: Normal: None, Reverse: Will negates
Normal: The target is considered to have a Divine Rank of 0 for the duration, unless she already had a higher divine rank.
Reverse: The target does not benefit from the immunities, resistances, spell resistance and other defensive abilities normally conferred upon deities for the duration.

Save: Normal: Will Negates, Reverse: None
Normal: The target is slain on a failed save: utterly erased from existence. Bringing the target back to reality requires a reversed unname, a miracle or a wish. The target's body requires either another wish or miracle, in which case a third spell is needed to resurrect the target, or a true resurrection, in which case the target is resurrected normally by the spell's power.
Reverse: By thinking of a target who was Unnamed, the worldspeaker returns them to existence. Alternatively, the worldspeaker may replicate the effect of a True Resurrection spell.

The Lexicon of the Epic Artifact

10th-level utterances
Epic Metamagic Catalyst: Give a potion or scroll the benefit of a better metamagic feat, or reduce its effect more.
Epic Weapon: Give a weapon or armour a huge enhancement bonus.

11th-level utterances
Weapon of the Gods: Give a weapon or armour a massive enhancement bonus.
Automated Object: Object can fly, and activate itself, or deal heavy damage and disable a construct.

12th-level utterances
Legendary Metamagic Catalyst: Give a potion or scroll the benefit of a better metamagic feat, or reduce its effect more.
Legendary Epic Weapon: Give a weapon or armour a colossal enhancement bonus.
Blade of the Immortal: Weapon kills deities or armour protects against their at-will domain spells and salient divine abilities.

13th-level utterances
Fell Blade: Give a weapon or armour a colossal enhancement bonus, and other benefits.
Repeated Armament: Create hundreds of copies of an item for an army's use, or destroy any object, even an artifact, with impunity.

Automated Object
Save: Normal: None, Reverse: Fortitude half/partial.
Normal: The target object flies up, and starts acting of its own accord. It can activate itself, make attacks with itself (with a +10 strength or dexterity bonus to attack and, if applicable, damage rolls and a Base Attack bonus equal to your caster level) and fly with a speed of 60 feet and perfect maneuverability.
Reverse: The target object or construct (in the latter case, use the Lexicon of the Undying Legion's rules for the truespeak DC) takes 2d6 damage per caster level and cannot be used or take actions for five rounds. A successful fortitude save halves the damage and negates the inability to use the item.

Blade of the Immortal
Normal: The target weapon ignores the natural armour bonus to AC, deflection bonus to AC, saving throw bonuses, bonuses on concentration or tumble checks (or similar checks taken to avoid some negative effect of the weapon), resistances, immunities, immortality special ability, damage reduction or any other way of reducing or avoiding the weapon due to being a deity.
Reverse: Anyone who wears the target armour is immune to the negative effects of Salient Divine Abilities and Divine Auras, as well as spells or Spell-like abilities granted from being a deity, and the deity's Godly Realm.

Epic Weapon
Normal: The target weapon gets a +10 enhancement bonus. This may be exchanged for weapon special abilities as normal.
Reverse: The target armour or shield gets a +10 enhancement bonus. This may be exchanged for armour or shield special abilities as normal.

Fell Blade
Normal: The target weapon gets a +16 enhancement bonus. This may be exchanged for weapon special abilities as normal. Anyone struck by the blade must take a fortitude save or die.
Reverse: The target armour or shield gets a +16 enhancement bonus. This may be exchanged for armour or shield special abilities as normal. Anyone who attacks the wearer must take a fortitude save or die.

Legendary Epic Weapon
Normal: The target weapon gets a +16 enhancement bonus. This may be exchanged for weapon special abilities as normal.
Reverse: The target armour or shield gets a +16 enhancement bonus. This may be exchanged for armour or shield special abilities as normal.

Metamagic Catalyst, Epic
As Metamagic Catalyst, but you may choose any nonepic Metamagic feat, or a combination thereof, with a level modifier of less than or equal to +6.

Metamagic Catalyst, Legendary
As Metamagic Catalyst, but you may choose any Metamagic feat, or a combination thereof, with a level modifier of less than or equal to +10.

Repeated Armament
Save: Normal: None, Reverse: Will negates (Object)
Normal: The target object is replicated up to one hundred times (causing there to be 101 of the object). The extra hundred copies may be placed anywhere within long range (400 ft + 40 ft/level), which may cause the objects to end up in midair, but the utterance is designed to equip people rather than drop things on them, so all such objects are treated as being under the effect of a feather fall spell.

In any case, the extra versions of the object last only for the duration, after which time they disappear, leaving only the original object. Until this time, they may be used for whatever purpose they could normally be used for, unless an attempt is made to cause them to cure hit point damage, in which case the objects are strangely inert.

The Worldspeaker may increase the DC of the truespeak check by any number to create that many more of the item in question than 100. The DM's discretion should be used when deciding what is a suitable object - a cannon is an object, Boccob's Blessed Book is an object, houses are not objects.

Reverse: The target object ceases to be. Its effects end.

Weapon of the gods
Normal: The target weapon gets a +13 enhancement bonus. This may be exchanged for weapon special abilities as normal.
Reverse: The target armour or shield gets a +13 enhancement bonus. This may be exchanged for armour or shield special abilities as normal.

The Lexicon of the Ultimate Zone

10th-level utterances
Destruction's Embrace: You destroy everything in a small area, or create anything that can fit in that area
Voice of God: You deal massive damage to a sizable area, or repair damaged structures there.

11th-level utterances
Magedeath Sphere: Sphere stops spells and is enclosed by force sphere, or spells cast there are intensified.
Voice of a Hundred Gods: You deal devastating damage to a great area, or repair damaged structures there.

12th-level utterances
Storm of Worlds: You create a storm which affects a vast area, making communication and spellcasting nearly impossible, or you make calm weather there.
Voice of a Thousand gods: You deal calamitous damage to an enormous area, or repair damaged structures there.

13th-level utterances
Voice of Ten Thousand gods: You deal cataclysmic damage to a tremendous area, or repair damaged structures there.
Word of Unmaking: A small area ceases to be, or you create a portal to your own plane there

Destruction's Embrace
Save: Normal: Reflex partial, Reverse: None
Normal: Everything in the target area ceases to be. A successful reflex save allows a creature in the area to leap out of the area by the nearest route.
Reverse: You create any non-magical item or structure that can fit in the area. While perfectly functional, it looks "Off" somehow - it might be bright yellow or appear to be made of wood - and therefore cannot be sold to conventional dealers.

Magedeath sphere
Save: None
Duration: 5 rounds.
Normal: You create a sphere in which, or into which, spells cannot, by any means, be cast. It is enclosed by a force sphere which cannot be broken by any means.
Reverse: Any spells or spell-like abilities cast in the area are considered to be under the effect of the Intensify Spell metamagic.

Storm of Worlds
Target: 1000-mile radius burst, centered around location visible.
Duration: 1 hour/level
Normal: The area is beset by a heavy storm. Casting a spell or spell-like ability therein requires a DC 50 concentration check. A listen check must always be made to hear anything in the area beyond the storm itself, and the DC of that check is increased by 30
Reverse: The area's weather becomes calm. Not even magical attempts to change the weather are effective. If the area of Storm of Worlds and Reversed Storm of Worlds overlaps, the two cancel each other out and the weather becomes normal.

Voice of God/A Hundred Gods/A Thousand Gods/Ten Thousand Gods
Target: An area of radius (10/25/50/100) miles
Normal: The utterance deals (10/25/50/100)d6 damage to every other creature and every object in the area. A deafening shout is audible throughout the area.
Reverse: The utterance heals all creatures and repairs all objects, restoring (10/25/50/100)d6 hit points to them, and potentially physically moving pieces of objects back into place. Destroyed objects can be repaired like this, but dead creatures are not returned to life, although their bodies are restored to impeccable condition.

Word of Unmaking
Duration: Normal: Instantaneous, Reverse: 1 day/level.
Save: Reflex partial.
Normal: Everything in the area is destroyed, as is the area itself. The entire plane now has a gaping hole in it. Anything which enters the area ceases to be. A successful reflex save when the spell is cast allows a creature to jump out of the area by the closest route.
Reverse: You open a gate to a new plane of your creation. The plane itself is up to 100 miles in diameter, and has whatever planar traits you desire.

The Lexicon of the Ages Torn

10th-level utterances

Gate of a Hundred Worlds: Create a gate of epic proportions.
Litany of Rage: You throw your voice, either angering those who hear it or confusing them for a time.
Word of Time: Duplicate a Time Stop, or freeze a creature in time.

11th-level utterances

Gate of a Thousand Worlds: Create a gate of mythic proportions.
Kayros' Redeployment: Move an entire army to a different part of the battlefield or move them to a different location entirely.

12th-level utterances

Gate of Ten Thousand Worlds: Create a gate of legendary proportions.
Litany of Servitude: Your voice rolls over the hills and everyone who hears you falls under your servitude, or is released from someone else's.

13th-level utterances

Gate of a Million Worlds: Create a gate of dreaded proportions.
Litany of Death: Your voice can be heard far and wide, slaying all who hear it. Alternatively, you raise the dead for miles about.

Gate of a Hundred Worlds
Level: 10
As Gate of Worlds, but it can be held open a round longer and if used for summoning, the creatures have two more hit dice apiece.

Gate of a Million Worlds
Level: 13
As Gate of Worlds, but it can be held open four rounds longer and if used for summoning, the creatures have eight more hit dice apiece.

Gate of a Thousand Worlds
Level: 11
As Gate of Worlds, but it can be held open two rounds longer and if used for summoning, the creatures have four more hit dice apiece.

Gate of Ten Thousand Worlds
Level: 12
As Gate of Worlds, but it can be held open three rounds longer and if used for summoning, the creatures have six more hit dice apiece.

Litany of Death
Level: 13
Target: Creatures within 10 miles
Save: Will negates (Normal) or none (Reverse)
Normal: Affected creatures die on a failed save. Undead needn't save - they are instead restored to full health.
Reverse: Willing creatures in the area are ressurected and restored to full health. Undead creatures must instead take a will save or be destroyed.

Litany of Rage
Duration: 1 hour
Target: Creatures within 10 miles
Save: Will negates
Normal: Creatures in the area rage as barbarians of a level equal to their hit dice for the duration. They may voluntarily fail their will saves if they choose. They are fatigued as normal afterwards, even if they would have (or have) acquired the Tireless Rage class feature at this point.
Reverse: Creatures in the area are confused for the duration.

Litany of Servitude
Level: 12
Duration: 1 hour (Normal) or instantaneous (Reverse)
Target: Creatures within 10 miles
Save: Will negates (Normal) or none (Reverse)
Normal: Creatures in the area fall under your servitude as long as the effect lasts. They will obey you unquestioningly and without recourse.
Reverse: Any effect that would allow a creature to control one of the creatures in the area ends. Summoned and called creatures are free to return to their home planes, or turn on their would-be-commanders.

Kayros' Redeployment
Level: 11
Target: Any number of willing creatures within 10 miles
Duration: Instantaneous
Normal: You move all the targeted creatures somewhere within 10 miles of where you uttered Kayros' Redeployment. You can move each creature individually.
Reverse: You move all the targeted creatures anywhere on the same plane, but they maintain their positions relative to each other.

Word of Time
Level: 10
Normal: This utterance duplicates the effects of the spell Time Stop.
Reverse: This utterance duplicates the effects of the power Microcosm. You can increase the DC by 5 points for each additional power point you wish to spend, up to a maximum of the number you would be able to spend if your level were your manifester level.

2015-02-08, 10:39 PM
Please feel free to post. :smallbiggrin: