# Truenaming (feat) Spend a feat to get the skill [[ttrpgs/Order of the Wandering Mind/Truespeak (skill)]], based on Intelligence). Truespeak Check: DC 15 + Level - +2 if using Personal Truename. Research your own Personal Truename. 8 syllables or more. ## Learning Truenames - Learn [[Extract Name (power)]]. Minor action. 60’ range. 1 target. Truespeak check vs [[Will Defense]], if they have one, but vs DC 10 + their level if they don't. - Success: target is charmed until the end of its next turn and you learn its Truename. - Failure: target knows you tried to charm it and you can’t use this again on that target. - +2 if the target is willing. - Research. ## Resonants - Use a spell and utter the Truename of one creature as part of the spell +Truespeak check). Only one resonant per spell. - **Absorption**. Gain HP equal to damage dealt. - **Devastation**. 2 on 1 of target's Saving Throw - **Nullification**. End one spell on target. - **Puppetry**. Target falls prone or move target 10’. - **Sympathy**. Target target even without LOS. Ignore total cover. - **Dissolution**. Guaranteed critical hit. - **Counterspell**. As a reaction, counter a spell with an [[ttrpgs/Order of the Wandering Mind/Arcana (Skill)]] or [[ttrpgs/Order of the Wandering Mind/Truespeak (skill)]] check against the enemy caster. - **Careful**: Chosen ally protected from an AoE spell I cast. - Doubled range of any spell. Touch spells have range of 6 squares - Double duration (max 24 hours) - Standard action spell becomes quickened: cast it as a minor action - No verbal and somatic components - Change damage type of spell Resonants can be reversed. Ex: instead of a guaranteed critical hit, a guaranteed critical heal. - Devastation -> Resilience: target gets a +2 to its next saving throw - Sympathy -> Obliquity: target can’t be targeted by anyone for until the start of your next turn. - Dissolution -> Incorporation: max healing dice - Further resonants and their reverses will be learned through further study of Truenaming (requires the books). ### Spell-like Powers Requires a Truespeak check and the Truename of the target. - Speak telepathically at any distance - Read Thoughts - Charm for 1 day - Telepathic bond: 1 creature at a time per 5 levels. Bond to 1 person whose truename I know and I can talk two ways. ### Recitations A repetition of your own Personal Truename, restoring body and mind to "original state". Each state requires a Feat. Full-Round Action plus a [[ttrpgs/Order of the Wandering Mind/Truespeak (skill)]] check. - [[ttrpgs/Order of the Wandering Mind/Fortified State (feat)]]: Armor bonus 1/3 your level. Lasts until the beginning of your next turn. - [[Meditative State (feat)]]: Dispel fear, rage, despair, emotion-based effects. - [[ttrpgs/Order of the Wandering Mind/Mindful State (feat)]]: Skill check bonus equal to 1/3 level. - [[ttrpgs/Order of the Wandering Mind/Sanguine State (feat)]]: Purge all poisons. - [[ttrpgs/Order of the Wandering Mind/Vital State (feat)]]: Remove all disease and sickness, ordinary or supernatural in origin. ## Syllables They cost a standard action. They target 1 creature whose Truename you know. Each syllable pronounced increases your control over the creature’s existence. One syllable can be pronounced every round. The next Syllable builds on the base built by the previous Syllable you’ve pronounced, so they become more powerful. The third and final Syllable you speak can cause various effects, including total domination, transformation, and removal from existence. ## [[Truenames]] ## [[Truenames Known]]