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View Full Version : An Extremely Late Truenamer Rework Nobody Asked For



Pyromania2667
2022-07-03, 04:22 AM
I will mostly use this for myself and my friends along with anyone else who wishes to be a Truenamer in my 3.5e games.

I wanted to keep this as basic and close to the class as possible whilst just... making this not be a total bummer when you play as the Truenamer. It won't be perfect and I'll be open to suggestions and input, but I want to make sure that everything feels cohesive to play. The Truenamer, to me, seems intended to be a support class. Thus, I will be modifying how the utterances work whilst adding very few, to keep it as close to the original as possible

Sorry, I will not be going into the prestige classes. The DCs for most effects remain the same except where noted otherwise (such as the DC for speaking an utterance has been changed, but not the DC to resist an utterance)


Most features remain the same, but there are a few additions

Level 3 - Gain the "Skill Focus: Truename" feat. If the Truenamer already has this feat, they may learn any other Knowledge Focus feat instead.

Sending - moved to level 10

Speak unto the Masses - moved to level 13

At level 7, a Truenamer can learn an additional utterance from The Lexicon of the Evolving Mind of appropriate level.

At level 12, a Truenamer can learn an additional utterance from all Lexicons of appropriate level

At level 20, a Truenamer can learn an additional utterance from all Lexicons

Once per day, starting at level 17, a Truenamer can attempt to Unname a target, even if they do not know their True Name. The Truespeak DC is 35 + (target's CR or HD) [Or 20 + CR/HD if you know their true name]
Additionally, once per week, a Truenamer can use the Ritual of Renaming on a target (no cost, takes an hour)




The first time you speak a particular utterance, the DC acts as normal. However, the universe tends to resist being manipulated with Truespeak repeatedly in a short period of time. Each time you successfully speak the same utterance in a day, the DC of your Truespeak check for that utterance increases by 2.

A natural 20 decreases the DC of the utterance by 2 instead of increasing it (but no less than the base DC)
Failures or natural 1 does not affect the DC of the utterance.
Successfully speaking an utterance with Truespeak within a roll of (20 - Int mod) does not increase the DC through The Law of Resistance.
Ex: A Truenamer has 20 intelligence for a +5 mod, and as such, a roll of 15 - 19 will not increase the DC on a successful truespeak check (20 reduces the DC as stated previously)

The universe is infinite, and as such, does not see time the way mortals do. We are all fleeting specs in the passage of time. And the more powerful a Truespeaker, the easier it is for them to ease the stress of Resistance.

Once per day, taking a short rest resets the DC of all Utterance Truespeak DCs to default. The Truenamer must not use any utterances during this time.

At level 11, A Truenamer can meditate for 30 seconds (5 turns) to reset the DC of all Utterances once per day. This is in addition to resetting Utterance DCs once per day through a short rest


All utterances obey the Law of Sequence. As the universe isn't so easily bent to anyone's will, it will push back against anyone attempting to use an utterance in sequence if they're already commanding one.

Attempting to use an utterance with an ongoing duration whilst it is already active on another target increases the Truespeak DC by 4 for each active identical utterance until all identical utterances have ended in duration. The reverse of an utterance is treated as the same utterance for the purpose of the Law of Sequence, but not utterances of a different level.

Additionally, a Truenamer can end any ongoing effects they've caused.
(This is a bit of a late addition, so a few specific abilities already mentioned ending it early. Regardless, I want to specify you can cancel any / all ongoing effects at any time.)



Lexicon of the Evolving Mind
the DC for utterances has been adjusted to: (9 + utterance level + CR (or total HD if there is no CR, such as players)
Special: Since the act of Truespeaking is so precise and demanding, there's limitations on one's ability to speak it at the maximum possible effectiveness. Your Truespeak check can NEVER exceed (15 + Truenamer level / levels in Truespeaking classes)). This is from any source (such as intelligence modifier, skill ranks, items and spells)
Except for the item "Amulet of Silver Tongue" which allow you to go beyond this limit (by 5 and 10 respectively), but only through the item.


Hmm, this may require Quicken Utterance to become +15 instead of 20. Since this is intended to be a homebrew fix, you should figure out how certain modifiers to Utterances work to smooth out and make those "metamagic" effects slightly easier to manage.

I really like the idea of capping out the maximum possible ranks to smooth out the experience and have it be less of "Oh, time to put in EVERYTHING I got into that Truespeaking skill, hahahahahahahahahahahahahahahahahahahaI'mDeadInsid e"

Durations remain the same unless specified otherwise. All related saves to resist an utterance remain the same unless specified otherwise

Spell effects (the fluff text, like golden breath, green lights, etc) will only take place on targets directly affected by your utterance. So no faking around or swapping targets with the utterance because it was worded weirdly.

Personally, I despise most effects that give Fast Healing (Looking at you, Spontaneous Rejuvenation). Though, don't get me wrong, wands of vigor are great, I just feel like the niche if it's your only healing effect is... inconvenient. Should a Truenamer be a dedicated healer? Eh, maybe. Why not? Now the healing works differently so it functions with Fast Healing effects.


The intent here is to have the choices be slightly more impactful at earlier levels and make the player decide which would be best for the situation. Defensive or offensive plays?


Defensive Edge - AC adjustment is now 2 instead of one. Gives the target 3 temporary hit points. Reverse - target immediately loses up to 3 temporary hit points in addition to the AC adjustment

Inertia Surge - Duration increased to 2 rounds

Knight’s Puissance - Attack Roll modifier adjusted to +/- 3. Target can reroll and take the higher roll. (Reverse - Target must reroll and take the lower roll)

Universal Aptitude - No changes

Word of Nurturing, Minor - Now instead instantly heals the target for 1 hit point and they restore an additional 1 hit point on their turn for the duration (Not fast healing, heals undead). Reverse - Damage increased to 1d6 + 1, no longer requires concentration.


The enhanced sight line is... underwhelming, so I juiced it up quite a bit as well as trying to add more clarity to the other utterances. Also, Silent Caster can be neat on a Rogue or a heavily armored character if you want to help them sneak around more.


Archer’s Eye - Targeted ally ignores miss chance granted from any forms of concealment on their target as long as it's not 100% miss chance. Target additionally ignores penalties for ranged attacks at any range up to 300ft or firing into melee combat. Reverse unchanged

Hidden Truth - No changes

Perceive the Unseen - Targeted ally gains Blindsight - 60ft. Reverse - Targeted Ally gains the effects of Invisibility(phb spell) and Total Concealment for the duration

Silent Caster - Duration increased to 3 rounds for both instances. Caster's spells with verbal components gain +2 to DC, if it has any. Reverse - DC to resist silence effect increased by 3. Willingly failing the save increases the duration to 10 minutes.

Speed of the Zephyr- Normal unchanged. Reverse - Can set a target's speed to 0.

Strike of Might - Target's first instance of weapon damage on their next turn deals bonus damage equal to 8 + Truenamer level. Reverse - Target's first instance of weapon damage on their next turn deals less damage equal to 3 + Truenamer level

Temporal Twist - Stacks with other effects such as Haste or Snake's Swiftness. Reverse unchanged

Word of Nurturing, Lesser Now instead instantly heals the target for 3 hit points and they restore an additional 3 hit points on their turn for the duration. Reverse - Damage increased to 2d6+2, no longer requires concentration.


Flight..? FLIGHT?! With the adjusted Law of Sequence, it becomes slightly more manageable, but keep in mind it's still active for that entire duration.


Accelerated Attack - Grant an ally the benefits of the Rapid Blitz feat (PHB II) Additional attacks made this way incur a -3 and -6 penality instead. Reverse - Target cannot provoke attacks of opportunity and can cast spells during movement. Spells with a Full Round Action time halve movement.

Energy Negation - Grant a target Resistance 20 to any energy type or Resistance 10 to two energy types. Reverse - Damage increased to a flat 13 per round

Incarnation of Angels - Smite limit gained from template removed on both instances. Smite attacks used from any source deal 10 additional damage. Gain a +15 circumstance bonus to charisma checks when interacting with celestials (or fiends when reversed). After 5 turns, duration can be extended to 10 hours (concentration)

Seek the Sky - After 5 turns, duration can be extended to 10 minutes (concentration)

Greater Speed of the Zephyr - No change

Temporal Spiral - For one turn, grant a target an additional move action on their turn. Your target attacks with such speed and precision, they ignore all negative modifiers to attack rolls. All attack rolls after the first use the highest applicable value. Reverse - DC to resist is increased by 2

Vision Sharpened - Target gains True Seeing(PHB spell). Reverse - Target gains Greater Invisibility

Word of Nurturing, Moderate Now instead instantly heals the target for 5 hit points and they restore an additional 5 hit points on their turn for the duration. Reverse - Damage increased to 4d6+4, no longer requires concentration.


Why do the Breath utterances suck? Well, now they don't have to. Now you can be like a good bard and grant them Empyreal Ecstasy without the penalties! Kind of. Anyway, enjoy some more metamagic and typeless bonuses because yeah. Typeless bonuses


Breath of Cleansing Duration changed to 3 rounds on both instances. For the duration, at the start of the target's turn, they may make a new saving throw to immediately end as many spell, spell-like ability, or supernatural abilities upon them - your target gets a typeless bonus on their saves equal to your Charisma modifier. This effect cannot restore any health, ability drain, damage negative levels or likewise. Reverse - DC to resist is increased by 3

Caster Lens - In addition to preexisting effects, all spells casted benefit from Enlarge Spell(PHB). Reverse - In addition to preexisting effects, this utterance will prevent casters from using spells outside their caster level range, but it will not cause them to lose spells. Additionally, spells with a range of Close, Medium or Long have half the range, rounded down to the closest 5ft interval

Confounding Resistance - In addition to preexisting effects, the target gains a typeless bonus to all appropriate saves for this utterance equal to your Charisma modifier. Reverse - in addition to all preexisting effects, the target takes a typeless penalty to all appropriate saves for this utterance equal to your Charisma modifier level (-2 effect stacks with this)

Magic Contraction - Spell resistance increased to 18 + Truenamer level. Reverse unchanged

Morale Boost - Target gains immunity to fear and can willingly choose to suppress any mind-affecting effects inflicted upon them for the duration. Reverse - Target becomes Panicked for the duration - This effect ignores any and all immunities, resistances or similar abilities to resist panic. (Target still gets a will save)

Spell Rebirth - In addition to preexisting effects, you can reapply one spell or effect with a duration that has expended its duration within a round, once per spell. The duration is an amount of rounds equal to your Charisma modifier . Reverse - (The spell must have been directly cast upon the target. If the spell is an area of effect, it will only dispel if the target is the center of the area, for example, a silence spell casted directly onto a target.)

Word of Bolstering - Duration set to 5 turns (concentration) Cures 5 + Cha mod points of ability drain / damage to all stats every turn at the start of the target's round in addition to one negative level every turn. Target heals back all damage they took within the previous turn for the duration (up to twice your Int mod). Reverse - All ability scores, except constitution, are reduced by 5 + Cha mod per round at the start of their turn.

Word of Nurturing, Potent Now instead instantly heals the target for 10 hit points and they restore an additional 10 hit points on their turn for the duration. Reverse - Damage increased to 6d6+6, no longer requires concentration.


Revivify?! I love Revivify! Here you go, cast Revivify at range. Oh, fine, I guess you can have some energy immunity, too... And your first Death effect. Fun! Death effects! Don't go too ham, it's not THAT strong.


Eldritch Attraction - No saving throw

Greater Energy Negation - Grants ally immunity to ALL energy types. Reverse - Damage increased to 25, affects reach, melee/touch and ranged/ranged touch attacks.

Essence of Lifespark - Adjusted to remove all negative levels or similar level / experience drain effects not from Resurrection instead of one. Can be used on an ally that has died within one turn, acting similarly to the Revivify spell (Spell Compendium), causing the target to regain all lost limbs or even its entire body, armor, items and everything intact if they have suffered from the Disintegrate spell (or similar death effects). The target suffers no level loss and is set to 0 hp and stable. Reverse - Target suffers two level losses instead of one. If the target has less than half their base maximum hit points or 50 hp, whichever is further from their max hp, they die.

Preternatural Clarity - Bonus must be used before result of the roll has been stated by the DM. The bonus is instead equal to Truenamer level. Reverse - Target suffers from an effect similar to Wages of Sin (Book of Exalted Deeds) except there is no alignment requirement - DC to resist increased by 4

Seek the Sky, Greater - Target, and all designated targets within 20ft gain the benefits of the spell. After 5 turns, caster may concentrate for up to one hour to maintain the effects. Reverse - If the distance dropped is at least 10ft onto any surface or body of liquid, the target takes exactly 80 points worth of fall damage and suffers any related penalties to falling. This damage cannot be mitigated in any fashion.

Sensory Focus - Target gains the effects of Foresight(phb) for 3 turns. Reverse - Target becomes Blinded, Deafened, Paralyzed and unable to think / execute any mental actions. (DC to resist increased by 6)

Ward of Peace - Target cannot be the target of any attack, spell, spell-like effect or anything similar that requires your target to be a direct target or center of effect. The target is immune to all effects that deal any type of damage unless the damage is an area effect, in which the target only takes half damage (such as Fireball, but Fireball cannot be directly cast at the target). Reverse Effect now instantaneous and has no save. (Since it's instantaneous, the banishment has no duration anymore. See you never!)

Word of Nurturing, Critical - Now instead instantly heals the target for 20 hit points and they restore an additional 20 hit points on their turn for the duration (Not fast healing, heals undead). Reverse - Damage increased to 10d6 + 10, no longer requires concentration.



M-m-m-m-metamagic?! In my Games?! For free?! These words must be spoken truly. Time to go a little crazy since you're basically a 9th level caster now. Still not AS powerful of effects as other 9th level casters... BUT... you can make them your best friends with Intensify Spell because... yeah... This is probably okay, I'm sure.


Breath of Recovery - Target exhales a golden puff of breath as if just affected by the following spells - Panacea(Spell Compendium), Greater Restoration(PHB), Heal(PHB), Regenerate(PHB) in addition to removing nonlethal damage - this effect does not do any hit point healing. Reverse - Duration set to 3 rounds (concentration). Target loses 40% of their maximum health at the beginning of their turn until they reach -1 hit points, in which the target begins dying and rendered unconscious unless healed as wisps of black smoke expel from every facial orifice. Damage per turn cannot exceed twice your maximum hit points. DC to resist increased by 6

Ether Reforged - Duration is now 5 rounds. Target's weapon attacks are maximized and ignore all forms of damage resistance, immunities, incorporeality and similar effects that reduce incoming damage / grant a chance to evade damage / ignore damage or otherwise. Target's armor additionally cannot be ignored by (in)corporeality in addition to having all damage reduction / immunities from any source be unmitigable (granting full protection always). Reverse - Duration lasts until willingly cancelled by the Truenamer (Since Law of Sequence has been adjusted... have fun!)

Knight’s Puissance, Greater - Target's attack rolls are always considered to be a natural 20. Add your Truenamer level to damage rolls made by the target. Reverse - Target's attack rolls are always considered to be a natural 1. Subtract your Truenamer level to damage rolls made by the target. (Law of Sequence causes the DC to increase by 10 instead as the Universe pushes back against such forceful will)
(Those with a keen eye will notice it says DAMAGE rolls, not specifying weapon rolls. This is on purpose.)

Mystic Rampart - Target gains a typeless bonus to their AC, Initiative and saves equal to half your Truenamer level + Charisma modifier. Reverse - Target gains a typeless penalty to their AC, Initiative and saves equal to half your Truenamer level + Charisma modifier

Singular Mind- For 3 turns, the target becomes immune to mind effecting spells / effects, enchantments, curses, and possession or otherwise similar in addition to being freed of them. If the spell or effect cannot be removed normally, then make an opposed caster level check (your bonus is equal to your Truenamer level plus Intelligence). If your result is higher than the check, you dispel any related effects. Reverse - (No save, but the Truespeak DC is increased by 6) This functions as per any dominate spell, except nothing can resist the effect regardless of type, origin or otherwise. You control the creature(s) on their turn in the initiative order.

Word of Nurturing, Greater - Now instead instantly heals the target for 30 hit points and they restore an additional 30 hit points on their turn for the duration (Not fast healing, heals undead). Reverse - Damage increased to 15d6 + 15, no longer requires concentration.

Magic Contraction, Greater
Duration: 5 rounds (normal) or 1 round (reverse)
Saving Throw: None
Normal: With this utterance of protection, you grant your target complete protection from magical effects as a black, translucent figure wraps around them.
Target gains complete and utter immunity to all damage or healing from spells, spell-like effects or similar. When an effect reaches your target, its visible effect vanishes into nothingness as the universe swallows it in an instant. Physical attacks deal half damage as the figure cushions the blows.

Reverse: A string of complex syllables allows your ally to master the magic they hold.

You grant your target the ability to apply the effect of the Intensify Spell feat (ELH - Maximize then double spell damage) to any spell or spell-like they cast for the duration of the utterance without increasing the level of the spell or specially preparing it ahead of time.

This utterance suffers from triple the amount from the Law of Resistance.


Lexicon of the Crafted Tool
Truespeak DC has been adjusted to 16 + Utterance Level + (2x CL of item)
If the item is not magical, the DC is always 18 + Utterance level


These aren't too bad, but the critical one falls off faster... Enjoy more critical damage!


Fortify Armor - No Change

Keen Weapon - In addition to preexisting effects, it also increases the critical modifier by one stage. (Increase from x2 to x3, x3 to x4 - and so on)



Heat / Chill metal is cool, but not very strong at this level. Now, it's almost usable! Also, if your DM ever gives you an item without any charges, here's a way to replenish them a bit. Or squeeze more uses out of an item you enjoy. Shoot, I should specify that it wont work on Pearls of Power... I don't want Truenamers to be THAT good, okay?


Agitate Metal - No saving throw. Effects are immediate, dealing 2d6 + 3 for the entire duration

Analyze Item - In addition to preexisting effects, once per day, you can restore up to two charges or uses per day on a magical item if it uses charges or has uses per day (given it's not once per day or single use). Unused charges are lost after 24 hours or Dawn, whichever is sooner - in which case, you can reapply charges again. (Intelligent items can make a will save using the standard DC from LEM to resist regaining charges if they do not wish to regain charges)



TFW you are just trading your actions to cancel out an enemy's item/weapon... Yeah, I guess my power is only as strong as the mook's sword or wand, time to do nothing but cry because you are useless. Well, now the effects are actually semi-decent.


Rebuild Item - Can affect items from up to 5 turns (30 seconds) of its damaged or destroyed state

Suppress Weapon - Target's weapon becomes unwieldy. Damage it deals always rolls the lowest number for each dice and loses all magical properties for the duration. Increase the Truespeak DC by 10 to subtract your Truename level from all attack rolls the target makes with the weapon. (Now that Law of Sequence is more lenient, have fun making all the mooks useless!)



Supress Item made me sad when I realized how bad it was. Now, have fun making that evil wizard lose all the magic from his wands. Useful? Not really. But it's better than before. Also, I tried making transmute weapon actually decent. Backbiter with no restrictions? Might be useful, too. Who knows.


Suppress Item - No concentration requirement. A wielder with the suppressed item has all magical items they have on their person suppressed as well. Increase the Truespeak DC by 10 to destroy the item. It vanishes in a puff of smoke as it ceases to exist.

Transmute Weapon - You can alter the properties of a weapon. In addition to changing the magical or mundane effects to another type, you can also allow the weapon to ignore Damage Reduction, Hardness and other damage mitigating effects. You could choose to cause the weapon to wrap around the target, causing it to latch onto the target, preventing unequipping or disarms. You could also alter the weapon to instead lash out at the attack every time they swing, similar to the effects of Backbiter(Spell Compendium) regardless of the type of weapon. Increase the Truespeak DC by 10 to destroy the weapon. It vanishes in a puff of smoke as it ceases to exist



Metamagic metamagic metamagic. So I look upon the sorcerer as he thrusts another potion at me. "Make it better." A tear sheds from my eye as I nod with fake glee, "Anything for you, M'lord." I can hardly see the potion in my palms, tears clouding my vision as I whisper the words of power again unto the bottle. I pass it back to him as he consumes it in an instant, not letting my efforts go to waste. Is this all I am..? His supplement? Augmentor?
Well, now you can do all that, but BETTER! And live happily ever after! Yippee! :smallcool:


Metamagic Catalyst - Duration increased to 1 hour but only applies on the first use (extending this utterance not only increases the duration to 2 hours, but also allows you to apply it on two uses instead of one!) (You can willingly cancel any other applications if the Law of Sequence is getting unmanageable) Apply one of the following metamagic effects to a scroll, wand, potion or any magic item with a spell or spell-like effect. (Heighten Spell, Maximize Spell, Enlarge Spell.) Increase the Truespeak DC by 10 to apply one of the following metamagic effects instead: (Intensify Spell, Persistent Spell)

Seize Item - Range increased to 60ft. Weight Limit is now 500lbs. You can instead bring the object adjacent to you or to a nearby ally within 30ft of you if so desired. You can increase the Truespeak DC by 5 to gain a +10 circumstance bonus to your disarm attempt, you can increase the DC by intervals of 5 to further increase your bonus by 10 each time.

Unlock Potential
Level: 5
Range: 60 ft.
Target: One magic item or weapon
Duration: 5 rounds
Your words cause the item to shine vibrantly as crackles of white energy surround it like jolts of lightning, causing the magic within to greaten its potential.

You must target a magic item with charges or uses per day. For the duration of your Utterance, anyone wielding the item can activate it as a swift action if the activate time takes longer. The item can be activated freely at no expenditure to uses per day or charges remaining, even if it has run out of uses per day or charges previously. Any effects that may harm a user of the item (but perhaps may harm nearby targets) do not unless the user willingly chooses to allow as such.

Increase the DC by 5 to affect a scroll with this Utterance. For the duration, the scroll may be repeatedly used without it being consumed.

When used on an Energy Burst weapon, the burst effect always triggers regardless of whether or not it lands a critical. In addition, all damaging properties from a magic weapon are doubled for the duration. (For example, a shortsword +2 will deal 2d6 + 4 damage instead of 1d6 + 2. A merciful dagger will deal 2d4 + 2d6 instead of 1d4 + 1d6)




Lexicon of the Perfected Map
Truespeak DC lowered to 18 + 3 per utterance level
Okay, like, I had to look up the original DC because it... wasn't in the book?


Honestly, Shield of the Landscape is... underwhelming. It can be very nice for roleplay and fluff, so I see no need to remove it. Have fun making a cute little bed of rocks or hammock out of leaves temporarily.

Fog From the Void - No changes

Shield of the Landscape - You can alter the effects at will as a free action. The area is always centered around you and follows you regardless of distance you move (but if there's nothing natural to effect, it quickly becomes useless). You can adjust who has cover or total cover from the environment on your turn, adjusting as you please.

You can manipulate the environment as you please, granting allies simple protection from rain, snow and gentle weather conditions. You could attempt to stop an avalanche (Your modifier against the check a DM decides should be equal to Truenamer level + Intelligence)
One could reshape the lands to provide a comfortable place for themselves and nearby allies to rest, given the flora and fauna isn't extremely violent. Nonsentient flora can be made passive (for example, thorny bushes can have their thorns removed or you can simply have them part and make a path for you)

After 1 minute, you can use concentration to maintain the effects for up to 10 hours, not broken by willingly going to sleep.

Shockwave - Now Instantaneous. You may increase the Truespeak DC by 5, allowing you to affect who is and is not affected by the shock wave in addition to allowing no save and deal 4d4 + 4 lethal damage

Blessed Land
Level: 1
Area: 20-ft.-radius spread, centered on you
Duration: 1 minute

You can draw divine power into the immediate lands around you, causing it to spark with hints of positive or negative energy at your choice.

When using this Utterance, decide if the effect you want is Consecration or Desecration (it will act as per the spells in the PHB). You can end the effect early at will.
If the effect is Consecration, all damage dealt within the area becomes nonlethal, regardless of source or type. You can disable or enable this effect as a standard action

If the effect is Desecration, all damage dealt within the area becomes lethal, regardless of source or type. You can disable or enable this effect as a standard action



Why do the damaging effects just make me want to cry? Like, I'm trying to reshape the universe here. Just let me hurt people the way WotC hurt me by releasing this class in this state. Anyway, I can't see a cool way to make Transmute Rock to Mud super strong, so... knock yourself out since that's basically the worst option now imo

Energy Vortex - Damage increased to 5d6 + 5.
Increasing the Truespeak DC by 5 increases the damage to 8d6 + 10 for 30 seconds (5 turns).
Increasing the Truespeak DC by 10 increases the damage to 14d6 + 15 for 18 seconds (3 turns).
Increasing the Truespeak DC by 15 increases the damage to 20d6 + 20 for 12 seconds (2 turns).

Speak Rock to Mud - In addition to preexisting effects, increase the Truespeak DC by 5 to allow you to transform magical rocks
Increase the Truespeak DC by 10 to double the cubic volume you can transmute
(+15 if you want to combine both effects)

Transform the Landscape - With this effect, you can designated who is affected an unaffected by the terrain. Units that usually ignore difficult terrain find it increasingly difficult to traverse through the area you've used an utterance upon and as such, treat the terrain as standard difficult terrain regardless of any conditions or effects they have.
Increase the Truespeak DC by 5 to add an additional effect similar to Entangle(phb) using rocks, plants or anything natural on any targets within the area once per round (DC to resist, break free or escape artist is your standard LEM DC but for reflex or appropriate skill using to escape / avoid it) Targets caught in this Entangle effect can take 1d6 + 2 damage every turn if you choose to deal damage.



The hills have eyes... No, really, ask them, they'll tell you everything they've seen. The grass, too. And that lake, but he seems really pissy about it. Wonder why. Anyway, have fun messing with people.


Lore of the World - You and all designated allies upon speaking this utterance can communicate with anything listed for the duration of the utterance within the area. Distance also increased to 10 miles (or more at DM's discretion if deemed appropriate). In addition to talking with the trees, the wind, bodies of water, rocks... you can also talk to the ground and even the void of space (But the void of space is... spacey and extremely vague).

Master the Four Winds - Radius is a 40ft area you designate. Increase the Truespeak DC by 4 to have the winds deal 1d3 + 3 damage to targets in the area, similar to a sandstorm

Thwart the Traveler - Increse the Truespeak DC by 10 have the effect be permanent until dismissed (Dying or losing consciousness counts as dismissing the effect) (Good lock dealing with the Law of Sequence DC here if you want to stack this effect)



We're here. We have words. We are level 20. LET'S. DO. THIS... Wait..? What do you mean we have no metamagic? That's it, if we don't get metamagic, then NOBODY GETS ANY MAGIC AT ALL.


Anger the Sleeping Earth - Radius is 20ft. Increase DC by 4 to increase Radius by 20ft. You can further increase the radius by 20ft for every 4 you add to the DC
Increase the DC by 4 to specify which targets are unaffected by this utterance.

Conjunctive Gate - :smallsmile:

Deny Passage - In addition to preexisting effects, prevents all means of transportation, teleportation or otherwise in and out of the area regardless of caster level or effect someone attempts to use. (Designated targets can still move freely in and out, of course). The ONLY effect that can trump this is "Say My Name and I Am There"
Increase Truespeak DC by 10 to increase the duration by up to 24 hours

Unweave
Level: 4
Duration: 1 minute

As you speak the utterance, you see the spirals of magic unweave itself as the area quickly becomes a Dead Magic Zone.

Nothing can conjure magic, spell-like effects or anything magical in the area regardless of caster level or strength of the caster. (A deity within their domain can use an opposed caster level check against you to prevent you from creating a Dead Magic Zone near them. Your bonus is Truenamer Level + intelligence mod)

Increase the DC by 5 to specifically allow chosen targets to be unaffected by the Dead Magic Zone
Increase the DC by 5 to increase the radius to 40ft (instead of 20) You can increase the DC further to increase the radius by intervals of 20ft for every 5 DC increase

(Nope, not even Mystra will save you from this Dead Magic Zone... BECAUSE I SAID SO. No means no! Clerics / Initiates of Mystra / whatever. You just can't. Truenamers deserve this)




...Thank you for reading everything, that means a lot to me! Hope you enjoyed! You're free to adjust some things if you wish to use this fix in your games. All I wanted to do is keep the true feeling of the original Truenamer intact without it feeling horrible to play as.

JoshuaZ
2022-07-03, 07:38 PM
You had me on the thread title. I will always be up for another Truenamer fix.

That said, some more detail might be helpful at an overview level? What have you done to deal with scaling DCs at a broad level? Usefulness, etc.? Some design philosophy comments might make it more helpful to evaluate.

Pyromania2667
2022-07-04, 02:22 AM
You had me on the thread title. I will always be up for another Truenamer fix.

That said, some more detail might be helpful at an overview level? What have you done to deal with scaling DCs at a broad level? Usefulness, etc.? Some design philosophy comments might make it more helpful to evaluate.

Sure, I could add some design notes, I do enjoy that you like the content so far. Someone did note that the DC becomes trivially easier at a higher level, so I did try to adjust that and have it be easier at lower levels and a bit rough at higher levels