BisectedBrioche
2007-07-03, 09:56 AM
This is a prestige class based around the use of words. It uses its own magic system partially inspired by the one in Eternal Darkness: Sanity's Requiem (http://en.wikipedia.org/wiki/Eternal_darkness). I could do with some suggestions for more words.
Linguamancer (Yes, I do know it mixes Greek and Latin root words)
d4
Requirements
Abilities: At least 5 languages known, must be literate
Skills: 5 ranks or more in three of the following: Decipher Script, Speak Language, Diplomacy and Concentration
Feats: Persuasive, Negotiator,
Special: Must have access to a library (or similar area of study) to gain the first level
Class Skills: Concentration, Decifer Script, Diplomacy, Speak Language, Use Magic Device, Profession, Knowledge, Gather Information, Bluff, Sense Motive
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Max Paper
1st|
+0|
+0|
+1|
+2|Arcane Pen, Prepare paper|5
2nd|
+0|
+0|
+1|
+3|Sticks and Stones|6
3rd|
+1|
+1|
+2|
+4|+1 Bonus language|7
4th|
+1|
+1|
+3|
+4|Semantics|8
5th|
+1|
+2|
+5|
+4|Silver Tongue, Neologism|9
6th|
+2|
+2|
+6|
+6|+1 Bonus language|10
7th|
+3|
+2|
+6|
+6|Big Sticks and Heavy Stones|11
8th|
+4|
+3|
+6|
+8|Hidden Code, Elaborated Code|12
9th|
+5|
+3|
+7|
+8|+1 Bonus language|13
10th|
+5|
+3|
+7|
+10|Hand Writing|14[/table]
Arcane Pen (Sp) To cast spells a linguamancer must write a symbol on a single sheet of a special paper using this device. If a linguamancer loses their pen then they must make a new one (craft DC 10) which takes a week and 500XP. If it is damage then it may not be used until it is repaired (craft DC 10) which takes 1d6+1 days and 250 XP. See below for more details.
Prepare Paper (Sp) To cast spells a linguamancer must have a sheet of specially prepared paper. 10 sheets cost 1gp and weigh 1lb. They must meditate for 1 hour to prepare the paper for later spell use. The amount of paper a linguamancer may have prepared is equal to 4 + their linguamancer level. Prepared paper reverts to normal after the linguamancer rests. See below for more details.
Sticks and Stones (Sp) A linguamancer is so well intertwined with words that they get a +1 to save against any spell with a verbal component. Any spell which has nothing but verbal components used against the linguamancer has a 25% chance of failing. For the purpose of this ability feats which remove the need to have certain components (e.g. Silent spell) are ignored.
+1 Bonus language (Ex) At third level and every three levels thereafter a linguamancer may gain an extra language without the need to spend skill points.
Semantics (Ex) If a linguamancer can hear and see someone speaking a language they do not understand they may make an int check to try and discern what they are saying. Roll the dice, add the modifier and consult the table below to see what information is gained;
{table=head]Roll|Information
5|The tone of his voice (friendly, hostile, etc)
10|The subject (politics, money, gossip, etc)
15|The specifics (name of people, type of treasure etc)
20|The literal meaning of the words
25|Any metaphors or figures of speech that could cause a quibble[/table]
Big Sticks and Heavy Stones (Ex) This is the same as sticks and stones but they take a +2 bonus against spells with a verbal component and purely verbal spells have a 50% failure chance. For the purpose of this ability feats which remove the need to have certain components (e.g. Silent spell) are ignored.
Hidden Code (Ex) The linguamancer may write a message on any surface in hidden code. A message written in a hidden code appears as a meaningless jumble of letters under normal circumstances. However it is a complicated mix of technical terms, in jokes and riddles made so only specific people can understand it. The linguamancer must make an intelligence check and consult the table below.
{table=head]Recipient|DC
Members of an organisation/class/professional|15
Specific individual (friend)|25
Specific individual (stranger)|30[/table]
The DC for the intended recipient to understand the message is the DC for creating the message minus the linguamancer's dice roll + his intelligence modifier. The DC for someone who is not supposed to read the message is equal to the dice roll.
For example, if a linguamancer tried to write a message to a friend, the DC would be 25. If they rolled a 12 and had an intelligence modifier of +3 then the DC for anyone but the friend to read the message would be 15, while the DC for the friend to read the message would be (25 - 15 = 10).
Elaborated Code (Ex) Elaborated code is the exact opposite to a hidden code. The linguamancer may write a message which uses universal features from all languages which all creatures that are able to speak the language can understand easily. The DC to create the message is equal to 5 for every language the linguamancer knows and wants to incorporate into the message, plus 10 for every language the linguamancer does not know but wishes to incorporate. The linguamancer must succeed on an intelligence check to create the message, failure means the message is not readable. The DC to read the message is 15 minus 5 for every language incorporated into the message that the reader knows.
Silver Tongue (Ex) The linguamancer is an excellent conversationalist. All checks made to communicate with another being (diplomacy, sense motive, bluff, forgery (of documents), etc) may have half of his linguamancer level added.
Neologism (Sp) See Below
Hand Writing (Sp) Once per day (when they are preparing their paper) the linguamancer may scribe a spell to their hand instead of some paper. The symbol is not visible but the hand will glow faintly under a reveal magic spell. They may cast the spell once at any time as a free action, they must then wait until the next day to recast the spell (or a different one).
Casting Spells
To cast a spell a linguamancer must have two things, a sheet of paper and their Arcane Pen. The paper can be obtained quite easily (as a generic item with a craft(wood) DC of 5 for 10 sheets, or 1gp for 10 sheets) but it must be specially prepared by meditating on it for 15 minutes. The linguamancer must sleep for the appropriate length of time before preparing another "batch" of paper. The Arcane Pen is a quill, fountain pen etc (player's preference) crafted by the linguamancer which they use to write on their paper to cast spells. It does not need ink for this purpose but does contain a "charge". An Arcane Pen has 100 (with an extra 10 gained for every linguamancer level) charges which are restored when the linguamancer sleeps, the charges are used when the player casts a spell. Some of the "words" used to make a spell use more charges than others.
To cast a spell the linguamancer writes a "rune" on one of their sheets of paper. A rune is made up of three "words" written on top of each other, a noun, a verb and an adjective. The words are described in more details below, each one controls one specific aspect of the spell. Casting a spell is a standard action (unless otherwise noted) and requires a concentration check if there is a distraction, as an arcane caster would. Paper with an unused spell scribed to it stops working after 1 hour. The DM has the final say on what effect a spell has.
Noun
The noun part of a rune defines the target of the spell. After the rune is drawn on the paper then the spell must be cast in a way according to the noun. The following is a list of some sample nouns.
Creature The spell targets a single creature (willing or not) as a touch attack. To use this the caster must hold the paper in their hand and touch the creature, they may not touch themselves. This uses 5 charges from the pen.
Area The spell fills a circle shaped area. The radius its 20ft by default but the caster may expend more charges to increase this. To use this the caster must either drop the paper or throw it, the spell is centered on wherever it lands. It may be thrown anywhere within 30ft. of the caster, treat it as a ranged attack on the square it is aimed at, alternatively the linguamancer may make the spell into a paper plane (http://www.giantitp.com/forums/showthread.php?p=2833115#post2833115) the next round. This increases the cost of the spell by the cost of the verb *X. X is equal to 2 + 1 for every 10ft. the radius is extended by.
Self This targets the caster. To use it they must push the paper against themselves. This uses 5 charges from the pen.
Symbol The paper is pressed against a surface and the rune is transferred. The spell is activated (and effects) any creature which looks at the rune. The rune disappears after one use. This uses 10 charges.
Ray The paper is held in the hand and the spell is "fired" at the target as a ranged touch attack. This uses 5 charges + 1 for each additional 5ft. the caster wishes to add to the maximum range (max Linguamancer level*10). The default maximum range is 10ft..
Verb
The Verb is the part of the rune which defines the effect of the spell. Different verbs have different costs (as with the noun). The following is a list of verbs.
Damaged Spells with this verb will damage health in some way. The damage is always Xd6. The cost is 5 charges plus 5 more for every extra dice of damage to a maximum of 6d6.
Badly Damaged Spells with this verb will damage health in some way. The damage is always Xd10. The cost is 10 charges plus 10 more for every extra dice of damage to a maximum of 6d10.
Healed The same as damaged but it restores hit points. When used as a neologism it tends to make the verb more beneficial
Slowed Functions as the slow spell, costs 5 charges per round to a maximum of the caster's caster level.
Quickened Functions as the haste spell, costs 5 charges per round to a maximum of the caster's caster level.
Disguised Target is transformed as per the disguise self spell. Each aspect changed (hair, cloths, gender etc) cost 2 charges each.
Morphed Transforms the target as per the baneful polymorph spell. costs 5 charges per size category the creature is reduced by, to a minimum of 10.
Teleported The target is transported as per the teleport spell. costs 20 charges.
Dispelled Cancels the effect of any magic on target, magical items and spell like abilities are suppressed. Costs 5 charges
Illusion Creates an illusion as per silent illusion in, around or on the target. Costs 10 charges.
Repairing Repairs damaged objects as per the make whole spell. Costs 5 charges.
Adjective
The adjective defines the nature of the spell. This usually means the type of damage it deals but it can vary.
None The spell has no specific domain. Any damage is considered melee damage.
Burning The spell is of the fire domain. Any damage is considered fire damage.
Freezing The spell is of the ice domain. Any damage is considered cold damage.
Shocking The spell is of the electric domain. Any damage is considered shock damage.
Rocky The spell is of the earth domain. Any damage is considered bludgeoning damage.
Purifying The spell is of the Holy domain. Any damage is considered good aligned damage.
Blaspheming The spell is of the Evil domain. Any damage is considered evil aligned damage.
Organising The spell is of the law domain. Any damage is considered law aligned damage.
Disorganising The spell is of the chaotic domain. Any damage is considered chaotic aligned damage.
Restoring The spell deals out positive energy damage (this may not restore HP).
Draining The spell deals out negative energy damage.
Neologisms
Rather than learning a new word the linguamancer may combine two he already knows, the result is known as a neologism. A neologism is made of two words (of the same type) and functions as any other word would. For example the Area and Self nouns could be combined to create a noun which uses the caster as the midpoint for the spell's active area or the Slowly and Healed verbs could be combined to create a verb which heals over time. The charges expended by the word are equal to 75% of the sum of both its root words. The DM has the final say on what effect a neologism has.
To create a neologism the linguamancer must have;
Used both root words in a spell 5 times each
Access to a library for the appropriate length of time
A free slot to learn the word once it has been created
The neologism takes 1d4 days to create and costs an amount of XP equivalent to twice the charge it will drain from the pen when it is being used. Once it has been created it is added to the linguamancer's list and may be used as any other word would for the purpose of casting a spell and creating neologisms.
Meta-Magic
If a linguamancer chooses they may apply meta-magic to a spell. This means that they are essentially casting a spell on their spell.
To enhance a rune with metamagic the caster must take a full round action to cast it. The linguamancer must (after writing the rune) flip the paper over and write another rune on the back using the following special words;
Noun
Spell The spell is targeted at a spell drawn on the same sheet of paper as the one this is a component of. This noun may not be used in a neologism, is always known by linguamancers (without the need to use up a slot) and uses up no charges.
Adjective
Paragon The spell is designed specifically to empower another spell. This adjective may not be used in a neologism, is always known by linguamancers (without the need to use up a slot) and uses up no charges.
Adverbs
Adverbs are the important part of the metamagic. They define the enhancement and the additional cost to the spell the metamagic provides. New adverbs may be made as neologisms as any other group of words would.
Slowly The spell is delayed for one round. This costs charges equivalent to 5% of the spells total charge.
Tenaciously The spell becomes harder to resist. All save DCs are increased by 5 and the caster is treated as having a +1 bonus. This costs charges equivalent to 5% of the spells total charge.
Words Per Level
The following table shows how many words of each type (including neologisms) a linguamancer may learn per level. To learn new words a linguamancer must visit a library for 1 hour.
{table=head]Level|Nouns|Verbs|Adjectives
1st|
3|
3|
3|
+2
2nd|
3|
4|
3|
+3
3rd|
3|
4|
3|
+4
4th|
4|
5|
3|
+4
5th|
4|
5|
4|
+4
6th|
5|
5|
5|
+6
7th|
5|
6|
6|
+6
8th|
6|
6|
6|
+8
9th|
6|
7|
6|
+8
10th|
6|
10|
6|
+10[/table]
A linguamancer may forget a word so they can learn a different one (or a neologism) by studying for a week (they displace the word from their mind by studying a subject they find particularly difficult to grasp). If they forget a neologism they may relearn it later at half the XP cost.
Linguamancer (Yes, I do know it mixes Greek and Latin root words)
d4
Requirements
Abilities: At least 5 languages known, must be literate
Skills: 5 ranks or more in three of the following: Decipher Script, Speak Language, Diplomacy and Concentration
Feats: Persuasive, Negotiator,
Special: Must have access to a library (or similar area of study) to gain the first level
Class Skills: Concentration, Decifer Script, Diplomacy, Speak Language, Use Magic Device, Profession, Knowledge, Gather Information, Bluff, Sense Motive
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Max Paper
1st|
+0|
+0|
+1|
+2|Arcane Pen, Prepare paper|5
2nd|
+0|
+0|
+1|
+3|Sticks and Stones|6
3rd|
+1|
+1|
+2|
+4|+1 Bonus language|7
4th|
+1|
+1|
+3|
+4|Semantics|8
5th|
+1|
+2|
+5|
+4|Silver Tongue, Neologism|9
6th|
+2|
+2|
+6|
+6|+1 Bonus language|10
7th|
+3|
+2|
+6|
+6|Big Sticks and Heavy Stones|11
8th|
+4|
+3|
+6|
+8|Hidden Code, Elaborated Code|12
9th|
+5|
+3|
+7|
+8|+1 Bonus language|13
10th|
+5|
+3|
+7|
+10|Hand Writing|14[/table]
Arcane Pen (Sp) To cast spells a linguamancer must write a symbol on a single sheet of a special paper using this device. If a linguamancer loses their pen then they must make a new one (craft DC 10) which takes a week and 500XP. If it is damage then it may not be used until it is repaired (craft DC 10) which takes 1d6+1 days and 250 XP. See below for more details.
Prepare Paper (Sp) To cast spells a linguamancer must have a sheet of specially prepared paper. 10 sheets cost 1gp and weigh 1lb. They must meditate for 1 hour to prepare the paper for later spell use. The amount of paper a linguamancer may have prepared is equal to 4 + their linguamancer level. Prepared paper reverts to normal after the linguamancer rests. See below for more details.
Sticks and Stones (Sp) A linguamancer is so well intertwined with words that they get a +1 to save against any spell with a verbal component. Any spell which has nothing but verbal components used against the linguamancer has a 25% chance of failing. For the purpose of this ability feats which remove the need to have certain components (e.g. Silent spell) are ignored.
+1 Bonus language (Ex) At third level and every three levels thereafter a linguamancer may gain an extra language without the need to spend skill points.
Semantics (Ex) If a linguamancer can hear and see someone speaking a language they do not understand they may make an int check to try and discern what they are saying. Roll the dice, add the modifier and consult the table below to see what information is gained;
{table=head]Roll|Information
5|The tone of his voice (friendly, hostile, etc)
10|The subject (politics, money, gossip, etc)
15|The specifics (name of people, type of treasure etc)
20|The literal meaning of the words
25|Any metaphors or figures of speech that could cause a quibble[/table]
Big Sticks and Heavy Stones (Ex) This is the same as sticks and stones but they take a +2 bonus against spells with a verbal component and purely verbal spells have a 50% failure chance. For the purpose of this ability feats which remove the need to have certain components (e.g. Silent spell) are ignored.
Hidden Code (Ex) The linguamancer may write a message on any surface in hidden code. A message written in a hidden code appears as a meaningless jumble of letters under normal circumstances. However it is a complicated mix of technical terms, in jokes and riddles made so only specific people can understand it. The linguamancer must make an intelligence check and consult the table below.
{table=head]Recipient|DC
Members of an organisation/class/professional|15
Specific individual (friend)|25
Specific individual (stranger)|30[/table]
The DC for the intended recipient to understand the message is the DC for creating the message minus the linguamancer's dice roll + his intelligence modifier. The DC for someone who is not supposed to read the message is equal to the dice roll.
For example, if a linguamancer tried to write a message to a friend, the DC would be 25. If they rolled a 12 and had an intelligence modifier of +3 then the DC for anyone but the friend to read the message would be 15, while the DC for the friend to read the message would be (25 - 15 = 10).
Elaborated Code (Ex) Elaborated code is the exact opposite to a hidden code. The linguamancer may write a message which uses universal features from all languages which all creatures that are able to speak the language can understand easily. The DC to create the message is equal to 5 for every language the linguamancer knows and wants to incorporate into the message, plus 10 for every language the linguamancer does not know but wishes to incorporate. The linguamancer must succeed on an intelligence check to create the message, failure means the message is not readable. The DC to read the message is 15 minus 5 for every language incorporated into the message that the reader knows.
Silver Tongue (Ex) The linguamancer is an excellent conversationalist. All checks made to communicate with another being (diplomacy, sense motive, bluff, forgery (of documents), etc) may have half of his linguamancer level added.
Neologism (Sp) See Below
Hand Writing (Sp) Once per day (when they are preparing their paper) the linguamancer may scribe a spell to their hand instead of some paper. The symbol is not visible but the hand will glow faintly under a reveal magic spell. They may cast the spell once at any time as a free action, they must then wait until the next day to recast the spell (or a different one).
Casting Spells
To cast a spell a linguamancer must have two things, a sheet of paper and their Arcane Pen. The paper can be obtained quite easily (as a generic item with a craft(wood) DC of 5 for 10 sheets, or 1gp for 10 sheets) but it must be specially prepared by meditating on it for 15 minutes. The linguamancer must sleep for the appropriate length of time before preparing another "batch" of paper. The Arcane Pen is a quill, fountain pen etc (player's preference) crafted by the linguamancer which they use to write on their paper to cast spells. It does not need ink for this purpose but does contain a "charge". An Arcane Pen has 100 (with an extra 10 gained for every linguamancer level) charges which are restored when the linguamancer sleeps, the charges are used when the player casts a spell. Some of the "words" used to make a spell use more charges than others.
To cast a spell the linguamancer writes a "rune" on one of their sheets of paper. A rune is made up of three "words" written on top of each other, a noun, a verb and an adjective. The words are described in more details below, each one controls one specific aspect of the spell. Casting a spell is a standard action (unless otherwise noted) and requires a concentration check if there is a distraction, as an arcane caster would. Paper with an unused spell scribed to it stops working after 1 hour. The DM has the final say on what effect a spell has.
Noun
The noun part of a rune defines the target of the spell. After the rune is drawn on the paper then the spell must be cast in a way according to the noun. The following is a list of some sample nouns.
Creature The spell targets a single creature (willing or not) as a touch attack. To use this the caster must hold the paper in their hand and touch the creature, they may not touch themselves. This uses 5 charges from the pen.
Area The spell fills a circle shaped area. The radius its 20ft by default but the caster may expend more charges to increase this. To use this the caster must either drop the paper or throw it, the spell is centered on wherever it lands. It may be thrown anywhere within 30ft. of the caster, treat it as a ranged attack on the square it is aimed at, alternatively the linguamancer may make the spell into a paper plane (http://www.giantitp.com/forums/showthread.php?p=2833115#post2833115) the next round. This increases the cost of the spell by the cost of the verb *X. X is equal to 2 + 1 for every 10ft. the radius is extended by.
Self This targets the caster. To use it they must push the paper against themselves. This uses 5 charges from the pen.
Symbol The paper is pressed against a surface and the rune is transferred. The spell is activated (and effects) any creature which looks at the rune. The rune disappears after one use. This uses 10 charges.
Ray The paper is held in the hand and the spell is "fired" at the target as a ranged touch attack. This uses 5 charges + 1 for each additional 5ft. the caster wishes to add to the maximum range (max Linguamancer level*10). The default maximum range is 10ft..
Verb
The Verb is the part of the rune which defines the effect of the spell. Different verbs have different costs (as with the noun). The following is a list of verbs.
Damaged Spells with this verb will damage health in some way. The damage is always Xd6. The cost is 5 charges plus 5 more for every extra dice of damage to a maximum of 6d6.
Badly Damaged Spells with this verb will damage health in some way. The damage is always Xd10. The cost is 10 charges plus 10 more for every extra dice of damage to a maximum of 6d10.
Healed The same as damaged but it restores hit points. When used as a neologism it tends to make the verb more beneficial
Slowed Functions as the slow spell, costs 5 charges per round to a maximum of the caster's caster level.
Quickened Functions as the haste spell, costs 5 charges per round to a maximum of the caster's caster level.
Disguised Target is transformed as per the disguise self spell. Each aspect changed (hair, cloths, gender etc) cost 2 charges each.
Morphed Transforms the target as per the baneful polymorph spell. costs 5 charges per size category the creature is reduced by, to a minimum of 10.
Teleported The target is transported as per the teleport spell. costs 20 charges.
Dispelled Cancels the effect of any magic on target, magical items and spell like abilities are suppressed. Costs 5 charges
Illusion Creates an illusion as per silent illusion in, around or on the target. Costs 10 charges.
Repairing Repairs damaged objects as per the make whole spell. Costs 5 charges.
Adjective
The adjective defines the nature of the spell. This usually means the type of damage it deals but it can vary.
None The spell has no specific domain. Any damage is considered melee damage.
Burning The spell is of the fire domain. Any damage is considered fire damage.
Freezing The spell is of the ice domain. Any damage is considered cold damage.
Shocking The spell is of the electric domain. Any damage is considered shock damage.
Rocky The spell is of the earth domain. Any damage is considered bludgeoning damage.
Purifying The spell is of the Holy domain. Any damage is considered good aligned damage.
Blaspheming The spell is of the Evil domain. Any damage is considered evil aligned damage.
Organising The spell is of the law domain. Any damage is considered law aligned damage.
Disorganising The spell is of the chaotic domain. Any damage is considered chaotic aligned damage.
Restoring The spell deals out positive energy damage (this may not restore HP).
Draining The spell deals out negative energy damage.
Neologisms
Rather than learning a new word the linguamancer may combine two he already knows, the result is known as a neologism. A neologism is made of two words (of the same type) and functions as any other word would. For example the Area and Self nouns could be combined to create a noun which uses the caster as the midpoint for the spell's active area or the Slowly and Healed verbs could be combined to create a verb which heals over time. The charges expended by the word are equal to 75% of the sum of both its root words. The DM has the final say on what effect a neologism has.
To create a neologism the linguamancer must have;
Used both root words in a spell 5 times each
Access to a library for the appropriate length of time
A free slot to learn the word once it has been created
The neologism takes 1d4 days to create and costs an amount of XP equivalent to twice the charge it will drain from the pen when it is being used. Once it has been created it is added to the linguamancer's list and may be used as any other word would for the purpose of casting a spell and creating neologisms.
Meta-Magic
If a linguamancer chooses they may apply meta-magic to a spell. This means that they are essentially casting a spell on their spell.
To enhance a rune with metamagic the caster must take a full round action to cast it. The linguamancer must (after writing the rune) flip the paper over and write another rune on the back using the following special words;
Noun
Spell The spell is targeted at a spell drawn on the same sheet of paper as the one this is a component of. This noun may not be used in a neologism, is always known by linguamancers (without the need to use up a slot) and uses up no charges.
Adjective
Paragon The spell is designed specifically to empower another spell. This adjective may not be used in a neologism, is always known by linguamancers (without the need to use up a slot) and uses up no charges.
Adverbs
Adverbs are the important part of the metamagic. They define the enhancement and the additional cost to the spell the metamagic provides. New adverbs may be made as neologisms as any other group of words would.
Slowly The spell is delayed for one round. This costs charges equivalent to 5% of the spells total charge.
Tenaciously The spell becomes harder to resist. All save DCs are increased by 5 and the caster is treated as having a +1 bonus. This costs charges equivalent to 5% of the spells total charge.
Words Per Level
The following table shows how many words of each type (including neologisms) a linguamancer may learn per level. To learn new words a linguamancer must visit a library for 1 hour.
{table=head]Level|Nouns|Verbs|Adjectives
1st|
3|
3|
3|
+2
2nd|
3|
4|
3|
+3
3rd|
3|
4|
3|
+4
4th|
4|
5|
3|
+4
5th|
4|
5|
4|
+4
6th|
5|
5|
5|
+6
7th|
5|
6|
6|
+6
8th|
6|
6|
6|
+8
9th|
6|
7|
6|
+8
10th|
6|
10|
6|
+10[/table]
A linguamancer may forget a word so they can learn a different one (or a neologism) by studying for a week (they displace the word from their mind by studying a subject they find particularly difficult to grasp). If they forget a neologism they may relearn it later at half the XP cost.