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Zecrin
2019-08-23, 10:11 PM
Truenamer
HD: d8
Good Save: Will
BAB: Medium
Skill Points: 4+int per level
Skills: Concentration, Decipher Script, Forgery, Gather Information, Knowledge, Listen, Speak Language, Spellcraft, Truespeak, Use Magic Device.
Weapon and Armor Proficiency: All simple weapons; light armor

Truenaming (Su):

Know Personal Truename: A truenamer always knows his own truename
Discern Truename: As a swift action, a truenamer may discern the truename of a creature he can see. To do so, he must make a gather information check with a DC equal to 12+(2×the target’s challenge rating) or 12+(2×the target’s hit dice) if the target is a PC. Treat items as creatures with CR equal to their caster level for the purposes of discerning their true names. Alternatively, a truenamer may determine the truename of an area he can see. Doing so requires a full round action and a successful gather information check (DC 12+2 per 5ft. of area’s radius).
Speak Truename: A truenamer may speak any truename he knows. Doing so requires a successful Truespeak check with a DC equal to 12+(2×the target’s challenge rating) or 12+(2×the target’s hit dice) if the target is a PC. Treat items as creatures with CR equal to twice their caster level for the purposes of speaking their truenames. The DC to speak an area’s truename is 12+2 per 5ft. of area’s radius.
Cadences: At each level, a truenamer learns one cadence from a lexicon to which he has access. A truenamer may know a maximum of ten cadences. Whenever a truenamer would learn a cadence in excess to this limit, it replaces a previously learned cadence of the truenamer’s choice. Cadences may be used as a standard action (unless otherwise specified) at will. All cadences require a truenamer to successfully speak the target’s true name as part of their usage. Additionally, most cadences require a truenamer to have line of sight to his target before they can be spoken. Speaking a cadence does not provoke an attack of opportunity.
The Law of Sequence: If you speak a cadence with an ongoing duration, you can’t speak that cadence again until the duration of that cadence ends. However, you may dismiss any of your active cadences as a standard action.



1st-5th: Lexicon of the Disciple
6th-10th: Lexicon of the Adept
11th-15th: Lexicon of the Savant
16th-20th: Lexicon of Perfection

Cunning Scrutiny: A truenamer may use their intelligence bonus on gather information checks in place of charisma.

Knowledge Devotion: At second level, a truenamer gains Knowledge Devotion as a bonus feat.

Rapid Recitation: Once per day per five levels he possesses, a truenamer may recite a cadence as a free action. Doing so increases the DC of associated Truespeak checks by 5 for cadences from the Lexicon of the Disciple, 10 for cadences from the Lexicon of the Adept, 15 for cadences from the Lexicon of the Savant, and 20 for cadences from the Lexicon of Perfection. If a truenamer fails the truespeak check associated with a rapid recitation, he need not expend a daily use of this ability. A truenamer may only attempt one rapid recitation per turn.

Ardent Speaker: At 6th level, a truenamer identifies and verbalizes the language of truenames more aptly than those not as dedicated to the craft. The truenamer receives a competence bonus to truespeak checks and to gather information checks made to discern truenames equal to half his class level.

Say My Name and I Am There (Su): At 13th level, a truenamer develops a truename—not his personal truename, but a sort of true nickname—that is invested with cosmic power such that others who speak it can conjure him forth. Whenever someone successfully speaks this truename, the truenamer may appear at that creature's location as if taken there by word of recall. Travelling in this way, though, is taxing; whenever a truenamer uses this ability he sustains 1 negative level which cannot be removed in any way. However, after one day’s time, a negative level acquired in this fashion automatically disappears. The truenamer knows who is saying his truename, and he can choose not to be transported if he wishes. A creature speaking a truenamer’s true nickname as a full-round action need not make a Truespeak check to do so. However, an individual may speak the true nickname as a standard action with a successful truspeak check, or as a free action if the speaker expends a use of rapid recitation. For the purpose of rapid recitation, treat Say My Name and I Am There as a cadence from the Lexicon of the Savant.

Sequence Break (Su): Once per week, starting at 20th level, a truenamer may deny the law of sequence. As a full round action that provokes an attack of opportunity, the truenamer gains the ability to ignore the law of sequence for one hour. During this time, increase the DC of all truespeak checks the truenamer makes by 10 as the universe itself resists his efforts to shirk one of its most fundamental principles. When the hour ends, all cadences the truenamer has in effect are immediately dismissed; the truenamer then sustains one negative level which cannot be removed in any way. This negative level automatically disappears after 1d4 days.

Back when I first purchased the Tome of Magic, I was very excited to play the truenamer. Upon closer examination though, the class was a bit of a let down, so I decided to remake it. I’m sure that I’m not the first person to do so, but I felt as if my approach was unique enough to be worth sharing. I had a player in a campaign that I was involved with pick up the class. However, we never got past 10th level so a lot of the higher level abilities are untested. If you have any suggestions for cadences I could add or changes I could make to the math or class features, offer them freely! Also, as I’m not very good with tables, you’ll have to forgive the lack of them.

Zecrin
2019-08-23, 10:13 PM
Cadences Part 1


Cadence of Adam’s Ale
Lexicon: Disciple
Potential Targets: Area, Creature
Duration: Until dismissed or discharged
Area: The area fills with a fog that obscures all vision beyond five feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). When you successfully speak this cadence, all non magical fires in the named areas are extinguished. Non magical fires cannot be lit in the named area.

Friend: The named ally gains the aquatic subtype and a swim speed of 60ft. They also gains a +8 competence bonus on any Swim checks to perform special actions or avoid hazards, though they still take the normal penalty for weight carried (-1 per 5 pounds). The recipient can choose to take 10 on swim checks, even if rushed or threatened, and can use the run action while swimming if they swims in a straight line.

Foe: You impose a dire thirst on the named creature. This requires the creature to make a Constitution check each round (DC 10 + 1 for each previous check) to avoid taking 1d6 points of nonlethal damage. The creature must continue to make these checks until, as a full-round action, it quenches its thirst (see starvation and thirst), automatically discharging the cadence. A creature who takes nonlethal damage from this cadence is automatically fatigued.

Cadence of Elemental Energy
Lexicon: Disciple
Potential Targets: Area, Creature, Object
Duration: Until dismissed
Area: Choose an element when you speak this cadence. Any creature or unattended object in the named area takes 1d4 points of elemental damage per speaker level (maximum 5d4) at the end of each of your turns.

Creature: Choose an element when you speak this cadence. The named creature gains resistance to the chosen element depending on you speaker level.

10 at 1st-5th level
20 at 6th-10th level
30 at 11th-15th level
40 at 16th-20th level
Object: If the named object is a weapon, it gains one of the following weapon enhancements (chosen at the time of speaking): Corrosive, Flaming, Frost, Shocking, Sonic. If the named object is not a weapon, it gains immunity to an energy type of your choice.

Cadence of Fickle Fortune
Lexicon: Disciple
Potential Targets: Creature
Duration: Until dismissed or discharged
Friend: Your ally gains two luck die. After he has rolled a 20 sided die, but before the outcome of the roll is known, he may choose to expend one luck die and roll a d4. The player then adds the value of this roll to that of his initial roll. No more than one luck die may be expended on any given roll.

Foe: Your enemy gains three unluck. Whenever they make a die roll, you may, as a free action, reduce their unluck by one and force them to roll a second time; the named creature takes the worse result. You may only influence one die roll per round in this way and you must choose to influence the roll before its outcome is known.

Cadence of Holding
Lexicon: Disciple
Potential Targets: Creature
Duration: Until dismissed.
Creature: The named creature may store or remove items within an extradimensional space. Storing or withdrawing an item is a standard action (SL 1-5), a move action (SL 6-10), or a free action (SL 11-20). All creatures access the same extradimensional space.

Area: You create a portal leading to an extradimensional space of the same size as the named area. Creatures on the outside of the open portal may see and attack into the extradimensional space and vice versa. You may close the portal as a move action. When the portal closes, it is replaced by a window. The window is present on the Material Plane, but it’s invisible and intangible, and even creatures that can see the window can’t see through it; only creatures gazing from within the extradimensional space can see through the window. When a creature in the extradimensional space gazes through the window, their vision does not extend past the border of the named area. You may open the portal again, in the same location where it was initially created, as another move action.

Cadence of Lost Knowledge
Lexicon: Disciple
Potential Targets: Creature, Object
Duration: Instantaneous
Object: You determine all the magical properties of the named item and the command words, gestures, or other actions required to activate those features. You have a 50% chance of successfully identifying a cursed item with this ability. You also learn the named item’s gold piece value.

Creature: You determine the values of the named creature’s damage reduction and energy resistances, the substance capable of overcoming the creature damage reduction, and all effects and damage types to which the named creature is immune.

Cadence of Prying Eyes
Lexicon: Disciple
Potential Targets: Area, Creature, Personal
Duration: Until dismissed
Area: You place an invisible magical sensor anywhere in the named area. You can see out of the sensor as if it were one of your own eyes and do not have to take an action to do so. You cannot see beyond the bounds of the named area.

Creature: You can see through the named creatures eyes. You make any skill checks involving perception as if you were the subject (using that individual's skill modifiers), and as if you were in the subject's location. You lose your Dexterity bonus to AC while directly seeing what the named creatures sees. You may switch between perceiving with your own eyes, and perceiving through the named creature’s as a full-round action.

Personal: You perceive invisible creatures as if under the effects of see invisibility. You may detect the location of illusion auras (and illusion auras only), as if under the effect of arcane sight.

Cadence of Security
Lexicon: Disciple
Potential Targets: Area, Creature, Personal
Duration: Until dismissed or 1 hour (see text)
Area: The area becomes warded as if by a greater alarm spell. Any creature that enters the area without speaking the password is automatically branded, taking 1d6 fire damage. The brand appears on the targets face and glows brightly conferring a -10 penalty on stealth checks. If a branded creature utilizes a teleportation effect, the brand begins to flash brightly and delays the effect’s activation by three rounds. During each of these rounds the target takes an additional 1d6 points of fire damage from the brand. The brand automatically disappears in one hour, but till then, it cannot be removed by anything short of a wish or miracle.

Creature: The named creature adds your intelligence modifier as a bonus to will saving throws against mind affecting effects. If the named creature falls under the effect of a charm or compulsion effect, an illusory padlock appears around their neck.

Personal: Choose one of your ability score, that ability score cannot be damaged or drained.

Cadence of the Apprentice
Lexicon: Disciple
Potential Targets: Creature, Personal, Object
Duration: Until dismissed or discharged
Friend: Your ally gains a +2 caster level for all spells and spell-like abilities he possesses.

Foe: Your foe suffers a 10% spell failure chance for any spell he may cast. When you speak this cadence choose one of the following additional effects:

Reduce the Duration of all spells cast by the named creature by half.
Reduce the area of all spells cast by the named creature by half.
Reduce the damage of all spells cast by the named creature by one point per damage die.
Object: You activate a magic item as part of the action required to speak this cadence without making a use magic device check. When you use this cadence, roll a d20. If you roll a natural 1, the item does not activate, take 1d6 points of damage per caster level of the item, and you cannot attempt to activate that item for 24 hours. If you roll a 20, neither the item, charges from it, nor daily uses are consumed by this activation and you gain 1d4 temporary hit points per caster level of the item. This temporary hit points last until they are lost.

Personal: If you successfully identify a spell cast against you (that allows for a saving throw) with the spellcraft skill, you may add half of your intelligence modifier as a bonus to your saving throw.

Cadence of the Spider
Lexicon: Disciple
Potential Targets: Area, Creature, Object
Duration: Until dismissed or instantaneous
Area: The area becomes filled with cobwebs. All creatures in or who later enter the named area, are automatically entangled. If a creature in the area makes an attack roll, their attack has a 25% chance of failing, as their weapon becomes caught in the webs. A creature may not use that weapon to attack until he takes a full round action to pull it free with a successful strength check (DC 15).

Creature: The named creature acts as if under the effect of spider climb.

Object: The named object immediately becomes coated in a poison from an arachnid of your choice. You must succeed an additional truespeak check equal to the craft DC of the poison you wish to create when you target an object with this cadence.

Cadence of the Squire
Lexicon: Disciple
Potential Targets: Creature, Object
Duration: Until dismissed
Friend: Your ally gains two feats from the fighter bonus feat list for which he meets the prerequisites.

Foe: The named creature is forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area. An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal.

Object: If the named creature is a weapon, shield, or set of armor, you automatically become proficient with that item.

Cadence of the True Tongue
Lexicon: Disciple
Potential Targets: Creature, Personal
Duration: Until dismissed
Creature: The named creature may issue commands as a supernatural ability useable at will. The creature’s commands do not affect you. The DC to resist a command is 11 plus the named creatures charisma modifier.

Personal: You gain the benefit of speak with animals, speak with plants, speak with vermin and tongues. While under the effect of this cadence, deaf creatures hear your speech. You may also speak with objects. Each round you speak with an object, you may gain information as if you had studied the object with object reading.

Cadence of Change
Lexicon: Adept
Potential Targets: Willing Creature or Object
Duration: Until dismissed
Willing Creature: The creature assumes the form of a creature of the same type as its normal form, or any other type except construct, elemental, outsider, and undead. The assumed form can have as many Hit Dice as your speaker level, to a maximum of 15. The creature can’t assume a form smaller than Fine, nor can it assume an incorporeal, ectoplasmic, or gaseous form. It cannot take the form of any creature that has a template. Its type and subtype (if applicable) change to match the new form.
Upon changing, the creature regains lost hit points as if it had rested for a night (though this healing does not restore ability damage and provide other benefits of resting; and changing back does not heal it further). If the creature is slain while under the effect of this cadence, it reverts to its original form, though it remains dead. The creature gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. The creature also gains all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but does not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any supernatural, psionic, or spell-like abilities. The creature retains all supernatural and spell-like special attacks and special qualities of its normal form, except for those requiring a body part that the new form does not have, if any. The creature keeps all extraordinary special attacks and special qualities derived from class levels, but loses any benefits of the racial traits of its normal form. If the creature has a template, special abilities it provides are likewise not retained. If the assumed form is capable of speech, the creature can communicate normally. The creature retains any spellcasting, manifesting, or tuenaming ability it had in its original form (although many cadences and spells require verbal components, and forms that cannot speak at all prevent the use of such abilities). The creature acquires the physical qualities of its new form while retaining its own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws or a bite), racial bonuses on skill checks, racial bonus feats, and any anatomical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow the creature to make more attacks (or more advantageous two-weapon attacks) than normal. You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s species. The creature is effectively disguised as an average member of the new form’s race. If you use this cadence to create a disguise, the creature gains a +10 bonus on its Disguise check. When the change occurs, the creature’s equipment either remains worn or held by its new form (if it is capable of wearing or holding the item in question) or melds into the new form and becomes nonfunctional. When the creature reverts to its normal form, any objects previously melded into the new form reappear in the same location on its body they previously occupied and are once again functional. Any new items the creature wore in the assumed form and can’t wear in its normal form fall off and land at its feet; any that it could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form. Alternatively, you may have the creature assume the form of an object. The creature gains the object’s hardness and retain its own hit points. You can have the named creature take the shape of almost any simple object you can think of. If you attempt to have the creature take the form of a complex object, you must make an appropriate skill check. If you fail the check, your speaking of the cadence does not succeed. Likewise, creatures cannot take the form of a complex mechanical mechanism unless you have some sort of skill associated with the object. You cannot use this cadence to have a creature assume the form of a psionic item or a magic item, or any object with a hardness of 15 or higher. As an inanimate object, creatures lose all mobility. They retain their normal senses and their ability to speak. Creatures can cast spells, manifest powers, and speak cadences while in object form. (unless, of course, there is a somatic requirement); however, doing so immediately discharges this cadence. If a creature takes damage while in the form of an object, its actual body also takes damage (but the object’s hardness, if any, protects it). Creatures transformed by this cadence retain their true names, and are named as normal.

Object: You alter named unattended object of up to 1 lb per SL, changing it into another object of up to 1 lb per SL. The finished item can have a value no greater than 500 gp per SL. Magic qualities can be duplicated as well, as long as you succeed a second truespeak check with a DC equal to that of the magic item you wish to transform the named object into. You cannot create a magic item with this ability that duplicates the effect of a spell or power.

Cadence of Counterforce
Lexicon: Adept
Potential Targets: Area, Creature, Object
Duration: Instantaneous.
Area: For each creature within the area that is the subject of one or more spells, powers or cadences, you make a dispel check (1d20 + speaker level) against the spell, power or cadence with the highest caster, manifester, or speaker level. The DC for this dispel check is 11 + the spell's caster level, the power’s manifester level, or the cadence’s speaker level. If that check fails, you make dispel checks against progressively weaker spells, powers, and cadences until you dispel one spell, power, or cadence or until you fail all your checks. The creature's magic items are not affected. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell, power, and cadence whose point of origin is within the area of the Cadence of Counterforce, you can make a dispel check to dispel the spell, power, or cadence (a cadences point of origin, is considered to be at its area’s center).

Creature: You make a dispel check (1d20 + speaker level) against each ongoing spell, power, and cadence currently in effect on the creature. The DC for this dispel check is 11 + the spell's caster level, the power’s manifester level, or the cadence’s speaker level. If you target a creature that is the effect of an ongoing spell (such as a summoned monster), you make a dispel check to end the spell that conjured the creature.

Object: You make a dispel check (1d20 + speaker level) against each ongoing spell, power, and cadence currently in effect on the object. The DC for this dispel check is 11 + the spell's caster level, the power’s manifester level, or the cadence’s speaker level. If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 minutes, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact).

Cadence of Decay
Lexicon: Adept
Potential Targets: Area, Creature, or Object
Duration: Until dismissed or instantaneous.
Area: All normal plants in the named area die immediately. Magical plants and plant creatures take 1d8 damage per speaker level.

Creature: The named creature takes a -4 penalty to its strength and dexterity. It also takes damage equal to twice its Hit Dice when this cadence is spoken. Undead creatures cannot be targeted by this cadence.

Object: If the named object is non magical and weighs less than 20 lb per speaker level, it is destroyed.

Cadence of Density
Lexicon: Adept
Potential Targets: Creature
Duration: Until dismissed
Friend: Increase the named creatures natural armor bonus by your intelligence modifier.

Foe: Decrease the named creature natural armor by your intelligence modifier (minimum +0).

Object: When you speak this cadence choose one of the following. The named object:

Loses hardness equal to twice your speaker level (minimum 0).
Gains hardness equal to twice your speaker level and is considered to be magical for the purposes of effects that target it.

Cadence of Domination
Lexicon: Adept
Potential Targets: Creature or Object
Duration: Until dismissed.
Creature: If the target of this cadence has 2 fewer hit dice than your speaker level, they are automatically charmed as if by charm monster. If the target of this cadence has 5 fewer hit dice than your speaker level, they are automatically dominated as if by dominate monster. If the target of this cadence does not have at least 2 fewer hit dice than your speaker level, treat the target of this cadence as if you had made a diplomacy check to influence their attitude with a result equal to the truespeak check required to speak this cadence.

Object: You animate the named unattended object. You may direct the object to perform a simple task as a move action. Reassigning the object requires another move action. The maximum size of an object you may animate is contingent on your speaker level.

6th- Small
9th- Medium
12th- Large
15th- Huge
18th- Gargantuan
20th- Colossal

Cadence of Dusk and Dawn
Lexicon: Adept
Potential Targets: Area
Duration: Until dismissed
Area: When you speak this cadence choose one of the following effects:

The area is filled with a radiant light equivalent to full daylight, and dim light extends 60 ft. beyond the area of this cadence. This cadence is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires). If magical darkness enters the area of this cadence, you may make an automatic dispel check (DC 11 + spell’s caster level) against it, if you succeed the darkness is dispelled. If you fail, the area of magical darkness supersedes this cadence’s effect. While within the radiant light of this cadence you and your allies gain the following benefits depending on your speaker level.
SL 6th-10th: +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.
SL 11th-15th: +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls.
SL 16th-20th: +3 morale bonus on saving throws against charm and fear effects and a +3 morale bonus on attack and weapon damage rolls.
The area is filled with a total darkness which no non magical light source may penetrate. Normal darkvision does not penetrate this magical darkness. If magical light enters the area of this cadence, you may make an automatic dispel check (DC 11 + spell’s caster level) against it, if you succeed the light is dispelled. If you fail, the area of magical light supersedes this cadence’s effect. While within the total darkness of this cadence your enemies are automatically shaken.

Cadence of Inertia
Lexicon: Adept
Potential Targets: Creature or Object
Duration: Until dismissed or discharged.
Area: The named area is treated as heavy terrain by all creatures but yourself.

Creature: You may discharge this cadence as an immediate action; when you do, the named creature gains one of the following:

Gain freedom of movement for 1 minute
Move 10 ft.

Cadence of Lifting
Lexicon: Adept
Potential Targets: Creature or Object
Duration: Until dismissed or instantaneous.
Friend: The named creature gains a fly speed 60 ft. (perfect)

Foe: You toss the creature 10 ft. in a direction of your choosing. If you toss the creature vertically into the air, it must make a Jump check (DC 15) or fall prone

Object: You telekinetically manipulate a named object weighing less than 20 lb per SL. You may move the object 30 ft. as a move action. If you attempt to move an attended object make an intelligence check opposed to its carriers strength or dexterity score (whichever is higher). If you succeed you tear the object away from the creature in question. If you fail, your action is wasted. Finally, you may attempt to launch an object under your control at a creature. Make a ranged attack roll at your highest base attack bonus and add your intelligence modifier against a creature within 60 ft. of the object. If you hit you deal the objects normal damage (or 1d6 per 100 lb. of the object if not stated) plus your intelligence modifier.

Cadence of Purgatory
Lexicon: Adept
Potential Targets: Creature
Duration: Until dismissed or discharged, or instantaneous
Friend: The named creature gains temporary hit points equal to twice your speaker level.

Foe: The target takes 1d6 points of negative energy damage per speaker level (maximum 10d6).

Cadence of Reflection
Lexicon: Adept
Potential Targets: Creature or Object
Duration: Until dismissed
Creature: You create a mirror double of the named creature. So long as the double exists attacks and targeted spells have a 50% miss chance against them. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, the mirror double does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

Object: If the named object weighs less than 20 lb per speaker level and is of a value no more than 1000 gp per speaker level. You create an exact duplicate of that object. The duplicate may materialize in either your hand or at your feet.

Cadence of the Balance
Lexicon: Adept
Potential Targets: Creature
Duration: Until dismissed
Friend: The named creature gains a +2 insight bonus on attack rolls, saves, and skill checks. They automatically succeeds on fortitude saves to avoid death by massive damage.

Foe: The named creature gains two negative levels. Decrease their threshold for death by massive damage by a number of points equal to half your SL (max -10).

Zecrin
2019-08-23, 10:14 PM
Cadences Part 2


Cadence of Blood
Lexicon: Savant
Potential Targets: Area, Creature
Duration: Dismissable or instantaneous
Area: All healing spells, powers, cadences, and supernatural abilities used in the named area affect you instead of their intended targets. This includes fast healing but not regeneration.

Creature: When you speak this cadence, if named creature has a circulatory system, roll a d4:

The named creature takes 10d6 damage and is sickened for one round
The named creature takes 10d6 damage and is nauseated for one round.
The named creature takes 10d6 points of bleed damage; if the target is already bleeding, increase the value of the bleed by 5d6
The named creature loses half of its current hit points.

Cadence of Chaos
Lexicon: Savant
Potential Targets: Area, Creature, Object
Duration: See text.
Area: The named area becomes a wild magic zone.

Creature: The named creature is treated as if they activated a greater rod of wonder.

Object: If the named item is a command activated magic item, whenever the named item is activated roll on the “scroll spell level” table as if for a major scroll then roll on the appropriate scroll spell level table. The effect of the activated item is replaced with the effect of the determined scroll, as if the item’s activator had activated that scroll (the activator takes none of the penalties traditionally associated with activating scrolls such as attacks of opportunity, and they do not make a use magic device check).

Cadence of Echos
Lexicon: Savant
Potential Targets: Creature
Duration: Until dismissed or instantaneous.
Personal: Whenever you make a truespeak or knowledge check, roll twice and take the better result or three times if you are under the effect of Cadence of Twisted Fate. Additionally, if you succeed on a saving throw against a targeted spell by 5 or more, it turns back on the caster as if affected by a spell turning. Unlike spell turning, however, this cadence potentially functions against touch range spells as well. Cadence of echos only works on targeted spells that allow a saving throw, so a fireball won't rebound, nor will a power word stun.

Creature: The named creature hears all words that you speak as if you were standing next to them. This cadence does not require line of sight to the named creature.

Cadence of Pacts
Lexicon: Savant
Potential Targets: Area (and creature; see text)
Duration: See text
Area (and creature): Choose one alignment (good, evil, law, or chaos), all allies within the named area gain protection from that alignment. Summoned and called creatures of that alignment may neither enter nor exit the named area either physically or via extraplanar travel. Once while this cadence is in effect, you may name an extraplanar creature of the chosen alignment (requiring a successful truespeak check) with 14 or fewer HD as a standard action. You do not need line of sight to this creature. The creature is called into the area of the cadence. Unlike other called creatures, the named creature can escape from the named area with a successful Charisma check (DC 15 + 1/2 your speaker level + your Cha modifier). It may make such an attempt once per day. If it breaks loose, it can flee or attack you. If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The DM assigns your check a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the named area and can escape or attack you. Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions (such as "Wait here" or "Defend this area against attack"), the cadence remains in effect for a maximum of one day per speaker level, and the creature gains a chance to break free with an opposed charisma check once per day. Note that a clever recipient can subvert some instructions.

Cadence of Panacea
Lexicon: Savant
Potential Targets: Area, Creature
Duration: Dismissible and/or instantaneous
Area: All allies within the named area gain fast healing equal to your speaker level.

Creature: All of the following effects are immediately ended on the named creature: blinded, bleeding, charmed, confused, cursed, dazed, dazzled, deafened, diseased, dominated, exhausted, fatigued, frightened, immobilized, nauseated, panicked, paralyzed, petrified, poisoned, shaken, sickened, and stunned. For each condition removed, the creature regains 1d8+your SL hp. Alternatively, you may restore 1d4 points of ability damage dealt to the named creature when targeting them with this cadence.

Cadence of Temporal Acceleration
Lexicon: Savant
Potential Targets: Creature, Object
Duration: Dismissible or instantaneous
Creature: When you speak this cadence choose one of the following:

The named creature may instantly take a move or standard action as an immediate action. This immediate action does not count against their normal limit of one immediate action per round.
The named creature adds your intelligence modifier to initiative, gains a 20% miss chance, and has their speed doubled.
Object: If named item is a weapon, creatures make one additional attack at their highest base attack bonus when making full attacks with that weapon. If named item is something a creature can wear (i.e. armor, clothes, or an amulet), they gain a dodge bonus to AC equal to your intelligence modifier while wearing that item. If the named item is none of the above (a wand, for example), a creature holding it gains a bonus on reflex saving throws equal to your intelligence modifier and the evasion special ability.

Cadence of the Apparition
Lexicon: Savant
Potential Targets: Creature, Object
Duration: Until dismissed.
Creature: When you speak this cadence choose one of the following:

The named willing creature becomes incorporeal. For each minute they remain incorporeal, they take 1d4 points of damage. These lost hit points cannot be restored for 24 hours.
The named creature becomes corporeal.
Object: The named object interacts with incorporeal creatures as if they were corporeal; weapons and armor, for example, would essentially gain the ghost touch property. If the named object is a weapon, it may strike ethereal creatures as if they existed on the material plane. Furthermore, you may critically hit and sneak attack undead with a weapon enhanced with this cadence.

Cadence of the Master Smith
Lexicon: Savant
Potential Targets: Area, Creature, Object
Duration: Until dismissed.
Area: One block of iron per speaker level emerges from the ground of the area, occupying five foot squares of your choice. Each block is 5 ft long, 5 ft wide, and 10 ft. tall. Each block has 1,800 hp and hardness 10. No block can be conjured so that it occupies the same space as a creature or another object.

Creature: The named creature gains one crafting feat for which it meets the prerequisites. When determining the gold piece cost in raw materials the named creature need to craft an item with that feat, reduce the base price by 10%.

Object: The weapon armor or shield you name becomes magically enhanced. You can choose any special ability whose market price is equivalent to a +5 bonus or up to 200,000 gp, such as vorpal. Alternatively, you may choose multiple special abilities who's total bonuses do not exceed +5. The weapon, armor, or shield does not have to have an existing enhancement bonus, nor does it gain one when you speak this cadence.

Cadence of the Grave
Lexicon: Savant
Potential Targets: Dead creature
Duration: Until dismissed
Dead Creature: When you speak this cadence choose one of the following:

If the named creature has died within the last minute, that creature returns to life with 1 hit point. The creature receives 4 temporary negative levels which cannot be removed in any way. For each day that passes since the target was revived, they lose one negative level. A target cannot be returned to life if their total number of negative levels would exceed their hit dice.
If the named creature’s body is intact and is a humanoid with at least 4 fewer hit dice than your speaker level, you may raise the creature as a vampire or vampire spawn (depending on its hit dice) under your control. If you dismiss this cadence the creature turns to dust.

Cadence of the Owl
Lexicon: Savant
Potential Targets: Creature or Object
Duration: Until dismissed
Creature: When you speak this cadence choose one of the following:

The target becomes invisible as per the invisibility spell. If the subject becomes visible for any reason (such as attacking, or being affected by invisibility purge), they may become invisible again as a move action.
The target may see as if under the effect of a true seeing spell. The target also gains the the light blindness extraordinary ability.
Object: The named object becomes invisible.

Cadence of Transposition
Lexicon: Savant
Potential Targets: Creatures (and area; see text), Object
Duration: Instantaneous
Creature (and area): When you speak this cadence choose one of the following:

Name any number of willing creatures as a full round action. For each creature beyond four, increase the DC to speak each creature’s truename name by 5. Then, the next round, as a standard action, name an area. You do not need line of sight to this area. All creatures who were named in the previous round are teleported into the named area (you choose the exact location at which they arrive). This teleportation otherwise functions as per greater teleport. If you fail the check required to name the area, all named creatures suffer a teleportation mishap.
Name two creatures. Those two creatures instantly swap positions. The creatures must be connected by a solid object, such as the ground, a bridge, or a rope. Objects carried by the subject creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
Object: Name an unattended object weighing less than 40 lb. That object is immediately teleported into your hand. If your hands are full, this cadence has no effect. You do not need line of sight to the named object.

Cadence of Apocryphal Lore
Lexicon: Perfection
Potential Targets: Area, Creature, Object
Duration: Until dismissed or instantaneous
Creature: Any bonuses gained against the named creature as a result of knowledge devotion are tripled. You learn three of the following about the named creatures (your choice; when applicable you may choose the same option multiple time).

1 of its special abilities (determined by the dungeon master)
Its current hit points
Its bonus to one skill (your choice)
Its alignment
Its class levels
Its creature type
It's DR, resistances, and immunities
The most valuable item in its possession
The answer to a single yes or no question related to the named creature.
Any: When you speak this cadence, pay 500 XP. You may ask the DM one question about named creature, object, or area and receive an honest, if cryptic, answer.

Cadence of Penultimate Protection
Lexicon: Perfection
Potential Targets: Creature
Duration: Until dismissed or discharged
Area: This cadence seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically. When you speak this cadence you may trap the named area. You may create any trap that could logically fit in the area. For example, in a named area with a column, you could create a collapsing column trap. You may create any number of traps, so long as their total CR does not exceed 15. You and your allies do not trigger traps in the named area. However, if the traps are triggered, you may still be injured by their effects (such as by a fireball trap). When this cadence is dismissed, any damage done to the named area as a result of traps (such as a collapsed sealing) is instantly repaired.

Creature: When you speak this cadence, choose one of the following:

The named creature gains the benefit of mind blank.
The named creature gains immunity to ability score damage, ability drain, energy drain, and death effects. You may discharge this cadence as a standard action, if you do select one spell, effect, or other condition currently affecting the named creature with a duration of 1 or more rounds. That effect ends immediately.

Cadence of Primal Power
Lexicon: Perfection
Potential Targets: Area, Creature, Object
Duration: Until dismissed
Area: Choose an element when you speak this cadence. Any creature or unattended object in the named area takes 1d4 points of elemental damage per speaker level (maximum 20d4) at the end of each of your turns. The damage dealt by this cadence bypasses energy resistance but not energy immunity. Creatures damaged by this cadence suffer an additional penalty based on the chosen element.

Acid: The damaged creature takes 5d4 acid damage each round after they leave the named area, until they take a full-round action to wipe away the acid.
Cold: Each time the creature takes damage from this cadence, they are slowed for 1 round.
Electric: Each time the creature takes damage from this cadence, there is a 25% chance that they are paralyzed for 1d4 rounds.
Fire: The damage die are d8 and the damaged creature is dazzled for one hour.
Sonic: The damaged creature is permanently deafened
Creature: The named creature gains immunity to energy damage.

Object: The named object gains immunity to energy damage. If the named object is a weapon, it also gains two of the following enhancements (your choice):

Acidic Blact
Fiery Blast
Icy Blast
Lightning Blast
Sonic Blast

Cadence of Reality Folding
Lexicon: Perfection
Potential Targets: Area, Creature
Duration: Until dismissed or discharged
Area: You create a portal leading to an extradimensional space of the same size as the named area. Creatures on the outside of the open portal may see and attack into the extradimensional space and vice versa. You may close the portal as a move action. When the portal closes, it is replaced by a window. The window is present on the Material Plane, but it’s invisible and intangible, and even creatures that can see the window can’t see through it; only creatures gazing from within the extradimensional space can see through the window. When a creature in the extradimensional space gazes through the window, their vision does not extend past the border of the named area. You may open the portal again, in the same location where it was initially created, as another move action. You may manipulate the created extradimensional space in any of the following ways as a free action:

You may control the size of the created space, making its radius no larger than 1 mile per speaker level and no smaller than a single five foot square.
You may control the the temperature of the created space.
You may control the illumination of the created space.
You may control the flow of time in the created space relative to the material plane.
You may create nonliving, non magical objects and terrain of any size and composition within the space. Complex objects may require craft checks as adjudicated by the DM. Created objects cannot leave the created space.
You may transport yourself to any to any location within the created space.
You may see into any location in the created area as if you were standing there.
You may evict any creature currently in the space. The creature appears in an open space within 5 ft. of the space’s window on the material plane.
You may control the location of the exit portal within the created space.
You may give the created space any of the following planar traits: normal gravity, heavy gravity, light gravity, no gravity, objective directional gravity, subjective directional gravity, energy dominant, alignment dominant, normal magic, dead magic, wild magic, impeded magic, enhanced magic, and limited magic. Different parts of the created space may have different traits at your discretion.
Creature: The named creature ceases to exist. This cadence is automatically discharged after five rounds at which time the named creature appears exactly as they were before you spoke this cadence. If the space that creature occupied is full, they are shunted to the nearest open 5 ft. space and take 1d6 damage for each 5 ft. they were shunted.

Cadence of the All Seeing Eye
Lexicon: Perfection
Potential Targets: Area, Creature, Object
Duration: Until dismissed or discharged
Area: You can see and hear what occurs in the named area, which can be at any distance (speaking this cadence does not require line of sight). You create an invisible magical sensor in the named area. Through this sensor you can both see and hear, allowing you to make Spot and Listen checks as normal. Your senses do not extend beyond the named area. However, you can rotate the sensor as you wish, seeing in any direction you desire. Once the cadence is spoken, however, you cannot change the position of the sensor. The sensor has your full visual acuity, including any magical effects. In addition, you perceive through the sensor as if under the effect of a true seeing.

Creature: When you speak this cadence, choose one of the following:

You scry on the named creature as if by the scrying spell (speaking this cadence does not require line of sight to the named creature). The named creature is treated as if it had automatically failed its saving throw. You perceive through the sensor as if under the effect of a true seeing.
The named creature’s eye flies out of its head dealing 1d6 bleed damage and imposing a -5 penalty on perception checks (or blinding it if it only has one eye). The eye has one hit point, an AC of 29, and a fly speed of 30 ft. (perfect); it acts on your initiative. As a free action you may see out of the eye (so long as you are on the same plane of existence) and are treated as if you had line of sight to all that you see through the eye. When the eye is destroyed, the cadence is automatically discharged and the eye’s owner regrows the lost eye immediately. This cadence has no effect on eyeless creatures.
Object: You scry on the named object as if by the scrying spell (speaking this cadence does not require line of sight to the named object). The named object is treated as if it had automatically failed its saving throw. You perceive through the sensor as if under the effect of a true seeing.

Cadence of the Darkweaver
Lexicon: Perfection
Potential Targets: Area, Creature, Object
Duration: Until dismissed or instantaneous
Area: All medium or smaller creatures in the named area are entangled and can’t move from their spaces, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. Large and larger creatures treat the named area as difficult terrain, but are not obstructed in other ways. Each round, at the end of your turn, all creatures within the named area take negative energy damage equal to the value of the truespeak check with which you spoke this cadence. You gain temporary hit points (that stack with each other) equal to the negative energy damage done by this cadence. These temporary hit points last until you discharge the cadence of the darkweaver. Any creature slain by the negative energy damage of this cadence rises immediately as a web mummy under you control. You may control a total HD of web mummies equal to twice your speaker level. Web mummies created in excess of this limit are not under your control, but will not attack you. When this cadence is dismissed, all created web mummies are immediately destroyed.

Creature: As long as the named creature is in shadowy or darker illumination, they gain blindsight 120ft., a +10 deflection bonus to AC, regeneration 1, and the benefits of spider legs.

Object: The named object immediately becomes coated in a poison of your choice. You must succeed an additional truespeak check equal to the craft DC of the poison you wish to create when you target an object with this cadence. A poison applied to a weapon will last for two strikes instead of one. A poison applied to another object remains potent until touched or interacted with twice.

Cadence of the Fundamental Word
Lexicon: Perfection
Potential Targets: See text
Duration: See text
Any: This cadence may duplicate the effect of any cadence from either the Lexicon of the Disciple or the Lexicon of the Adept.

Cadence of the Knight Commander
Lexicon: Perfection
Potential Targets: Area, Creature, Object
Duration: Until dismissed
Area: All creatures which bear you hostile intent in the named area are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area. An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal.

Creature: The named creature gains a +8 enhancement bonus to both their strength and dexterity. The named creature also gains two feats from the fighter bonus feat list for which he meets the prerequisites and the mettle extraordinary ability.

Object: If the named object is a weapon, the weapon has its critical threat range doubled. The wielder automatically confirms critical hits with the named weapon. If the named object is a set of armor or a shield, its wearer gains complete fortification (immunity to critical hits and sneak attack) as well as DR 10/adamantium.

Cadence of the Wizard King
Lexicon: Perfection
Potential Targets: Object
Duration: Until dismissed or discharged or instantaneous
Object: When you speak this cadence, choose one of the following effects:

If the named object is an item that consumes charges, activating that item does not consume charges.
You can imbue any spell of 4th level or lower into the named object. Your speaker level is the spell’s caster level. A single item can carry only one spell at a time. You must provide any expensive material components or XP component the spell requires at the time you imbue it into the item. You must provide any focus the spell requires at the time you cast it from the item. You, or anyone holding the object may activate the item, and cast the spell within, as an action equivalent to the casting time of the stored spell. Activating the named item discharges this cadence and does not provoke an attack of opportunity.

Cadence of Tides
Lexicon: Perfection
Potential Targets: Area, Creature
Duration: Until dismissed
Area: The named area is filled with a freezing fog. In subsequent rounds you may name additional creature who are unaffected by the fog. If you take a standard action to name a creature while this cadence is in effect, that creature may act as if the freezing fog were not in effect until the cadence is dismissed.

Creature: The named creature takes 15d6 points of desiccation damage as you draw the water from their body. The water coalesces into an elder water elemental which serves you until this cadence is dismissed. You may direct the water elemental as a move action. It will continue to perform the assigned task until you take another move action to reassign it. This cadence does not affect creatures whose bodies contain no liquid.

Cadence of Twisted Fate
Lexicon: Perfection
Potential Targets: Creature
Duration: Until dismissed or discharged
Creature: Any time the named creature makes an attack roll, skill check, ability check, or saving throw, they roll twice and you select which die roll to use. This cadence is automatically discharged after one minute.