Making Truenaming work in FR

Post/Author/DateTimePost
#1

suin_bahhar_02

Oct 28, 2008 14:39:25
I love the concept of the Power Words and Truenaming. After reading through the system in ToM I never really got warmed up for the way it was handled as a skill. So I wanted to use this thread to start converting Truename utterances and recitations to spells or metamagic.

Anyone have any advice or ideas?

I was thinking making a feat that had synergy with the powerwords only. For example Powerword Blind can be taken as a standard spell but with the Truename practisioner feat the caster can enhance the spell with a reversible option. Some feats might allow the caster to weaken the opponent for a spell with an appropriate knowledge check and spending of a extra spellslot.
#2

suin_bahhar_02

Oct 28, 2008 14:40:04
Utterances.
Uterrances are arcane spells consisting of a single spoken word. They function exactly as the casting of a spell except they only require verbal components. When casting an utterance the caster takes 1d4-1 wisdom damage. This damage cant be prevented in any way (except when the Improved Truenaming feat is taken), but can be healed normally.

Spell Rebirth/ Dispell
level 6 arcane spell (enchantment) [utterance]
recast a spell just cast or dispell one spell
Show
castingtime: one standard action
range: close (25ft + 5ft/2levels)
target or area: one creature or object, one spell (ongoing or cast within one round) in 20ft burst
duration: instantaeous
As greater dispell magic (1d20+casterlevel dispell, max 1d20+15); additionally you can reverse the dispell and recast a single spell just cast nearby within the last round. Choose a target or area and pick one spell cast within the earlier round. Make an opposed casterlevel check (max bonus from casterlevel is 15) if the spell was cast by an enemy spellcaster. If you lose nothing happens. If you win you can cast the spell requiring only a verbal component and can be cast as a move action in the same turn you cast this utterance. The spells casterlevel uses the lowest between the original caster and you, and is reduced by one. You pick any targets required. If the spell required expenditure of experience or components worth over 1000 gp the recasting fails.
#3

suin_bahhar_02

Oct 28, 2008 14:40:37
Truename feats:

Improved Truenaming [Metamagic]
Show
Improved Truenaming [Metamagic]
Prerequisites: Int 13+, Wis 13+
You can convert the wisdom damage taken from casting an utterance to hitpoint damage. An utterance cast as a full round action makes you able to choose the reverse or the normal options of the utterance on different targets within the area of effect.
#4

mister_mxyztplk

Oct 28, 2008 14:46:50
While this may have little to do with converting truename to normal magic, I recall in the War of the Spider Queen series that one yugoloth lord used the truename of another powerful yugoloth to bind it to his service.
#5

suin_bahhar_02

Oct 28, 2008 14:54:42
Mechanicly I was thinking of representing the 'loth lord using the truename (a knowledge arcana / truename check made before hand) while uttering the powerword for Binding. This will greatly weaken the subjects saving throws, depending on the level of the spellslot (so a -1 to -9 to saving throws, if he's not epic) the lord expends in addition to his regular spell.
#6

bonzai

Oct 28, 2008 16:12:38
Well, this has nothing to do with overhauling the entire True Naming system, but I am actually playing a Truenamer in the realms.

Here is a link to my play journal in the old CO forums. http://forums.gleemax.com/showthread.php?t=1007673

My character is an Illumian Truenamer. How I intergrated it into the Realms, was that I had Denier be the patron of the Illumians. As a race who believes that they are words given form, he made sense. In addition, my character believes that true speech is the language of the meta text, and by learning it you learn the language of creation it's self.
#7

lord_karsus

Oct 28, 2008 18:12:19
-Linking True Name magic to the Metatext certainly makes sense.

-As we said in a thread elsewhere, Jergal's "Book of the Dead" would probably contain the True Names of all of those who have died as well. That would make an insanely powerful Relict/Artifact. Relic, I guess.
#8

old_sage

Oct 28, 2008 18:34:10
Truenames are part of the Realms both via the fantasy tradition [mostly notably in Le Guin's "Earthsea" books starting in 1968] and via D&D [see Unearthed Arcana's truename spell]. As ever, the Realms has its particular take, which we can read about here [from Ed], in Volo's Guide to All Things Magical [available as a free PDF download here], and various other sourcebook and novel references. Ed also describes a few specific truenames for certain Realms NPCs and how they function for them in his compiled replies at Candlekeep -- specifically the '04 and '06 files. All of these sources may prove useful in some regard, Suin.
#9

old_sage

Oct 28, 2008 18:35:50
Additionally, DRAGON has several articles on Truenames that may aso prove useful:-

'Denouncements: Truenames, "Power of Truenames, The", by Mark Jackman, issue 346, page (88), for 3e. '

or

'Fetishes: For characters with truenames, "Truenames and Fetishes: The Power and the Peril", by Philip M. Greeley, issue 317, page (42), for 3e.'

or

'Truenames, "Truenames and Fetishes: The Power and the Peril", Philip M. Greeley, issue 317, page (38), for 3e.'
#10

markustay63

Nov 04, 2008 0:59:48
I've never used Truenames, but have always wanted to .

Its just that the Vancian Magic system used in all previous editions of D&D wasn't conducive to way Truenames work. I picture them helping with targeting, which D&D doesn't really take into account (spells just work) - the only way to do it is to remove Savings throw from the target, or at least give them some sort of bad penalty. Trunames also help to bind Demons (plus you can't call a specific one unless you know it's name). You also have Truenames for species/genus that will help, but not as much as the specific name of the creature (in game terms, using a species name would give the target -3 to it's SR, whereas knowing it's Real Name would give it a -10!)

Another thing - allowing any spellcaster to learn 'Words of Power' kinda takes from the whole concept, so you'd have to take the existing ones out of 'regular play' to make them cooler.
#11

suin_bahhar_02

Nov 07, 2008 11:09:20
Updated the folowing:
Spell Rebirth/ Dispell
level 6 arcane spell (enchantment) [utterance]
Fade/See
level 3 arcane spell (enchantment) [utterance]
Accelerate/Slow
level 4 arcane spell (enchantment) [utterance]
Channel/Collect
level 8 arcane spell (enchantment) [utterance]
And the feats Improved Truenaming and Metatext Linguist
#12

suin_bahhar_02

Dec 01, 2008 11:43:29
Some example realmsian Words of Power or activation.
Alabraunzor
Alooshtabban
Andorn
Araundeth
Baershoon
Balahond
Bedever
Blaraun
Brindith
Challace
Chathond
Dalash
Dlarbuth
Dontin
Druín
Durammath
Elember
Filjin
Gahoast
Gochal
Gortbalath
Guth
Halaugle
Igathar
Indralagar
Jathoondar
Kaltroot
Kloktlann
Koyth
Loezyn
Loryndalar
Maerleergoch
Nartheq
Neroát
Obaerambair
Ooblar
Oountokh
Orblemar
Orlaway
Orzendar
Phajdryn
Porairatar
Quelamtor
Rild
Ruthdass
Salartryn
Sansrar
Shalasstalla
Soortyn
Siloát
Talagh
Tallarag
Theertar
Tothtoin
Tryndluu
Undleovar
Vezarn
Wiylethoene
Yallabar
Yeetleen
Zindrilazar


If anyone seen any cool sounding verbal components to spells in novels please add.
#13

lord_karsus

Dec 05, 2008 10:35:46
I've never used Truenames, but have always wanted to .

Its just that the Vancian Magic system used in all previous editions of D&D wasn't conducive to way Truenames work. I picture them helping with targeting, which D&D doesn't really take into account (spells just work) - the only way to do it is to remove Savings throw from the target, or at least give them some sort of bad penalty. Trunames also help to bind Demons (plus you can't call a specific one unless you know it's name). You also have Truenames for species/genus that will help, but not as much as the specific name of the creature (in game terms, using a species name would give the target -3 to it's SR, whereas knowing it's Real Name would give it a -10!)

Another thing - allowing any spellcaster to learn 'Words of Power' kinda takes from the whole concept, so you'd have to take the existing ones out of 'regular play' to make them cooler.

-Yeah, I was giving it some thought, and I agree. I don't think that True Names should be a kind of magic, per se, but rather, very akin to Metamagic feats (although, you can use it unlimitedly, if you know the True Name of whatever it is). Using the thing's True Name, in conjunction with casting a spell on them would make the spell a lot harder to resist, or Maximized, or things like that.
#14

Zireael

Dec 08, 2008 10:32:32
In some races the names have their meanings. Maybe it's the way for it to work.
#15

suin_bahhar_02

Dec 16, 2008 19:43:50
Racial true names would definately differ. But the language is some form of Primordial, Celestial or Fiendish.

Hmm. I agree the utterrance spells lack the flexibility to be used as a "mcguffin" ingredient for a spell.


Perhaps not even a feat is necesary, but simply the language must be mastered.

Truenaming Quickfix DM tool
Prerequisite for adding Truename modifiers: 5 skill points in truenaming skill, or a rank in speak language: sarruhk, celestial, infernal, abyssal and draconic.
Result Certain circumstance bonusses can be aplied to saves, effects or attacks. A +6 circumstance bonus on the dc can be granted when you know the personal truename of a foe, but you need to pronounce it proper (swift action with a casterlevel check dc 20 + 2X spelllevel of the spell cast). A regular attack can be enhanced with a proper pronounciation (swift action truenaming or int check with a +1 for every 4 levels, dc 20 + willsave of the truename target).

effects / pronounciation dc of swiftaction
+6 save dc increase dc 20 + 2 x spelllvl
+6 on next attackroll dc 20 + 2 x spelllvl or dc 20 + willsave or target
+6 casterlevel check dc 20 + 2 x spelllvl

This way it becomes viable to use at around 12th level of wizard casting (1d20 +12 vs dc 22 on a truenamed first level spell) or around 12th level on a high int truename warrior (1d20 +12 [+3 + 9 skill modifier] vs dc 22 on a typical opposing warrior).