TEXT: UUllttiimmaattee
  TTrruueennaammiinngg
  TThhee AAuutthhoorriittaattiivvee GGuuiiddee
  ttoo sskkiillll--BBaasseedd
  ssppeellllccaassttiinngg
  CCrroouucchh,, GGrraaff,, lliinnkkeerr
  
  Table of Contents
  Section 1: Truemagic Classes
  The Truenamer
  1
  Table: The Truenamer
  2
  Table: Truenamer Recitations Known by Level
  3
  Table: Truenaming DCs by Recitation Level
  3
  Favored Class Bonuses
  7
  Truenamer Archetypes
  8
  Chessmaster
  8
  Table: The Chessmaster
  10
  Table: Chessmaster Recitations Known by Level
  11
  Orator
  12
  Savant of Heart and Mind
  13
  Truescribe
  14
  Tuneful Inflectionist
  15
  Verminspeaker
  16
  Table: Verminspeaker Animal Companion
  17
  The Scion of Discordia
  19
  Table: Scion Recitations Known by Level
  20
  Table: Truenaming DCs by Recitation Level
  20
  Sidebar: Exotic Magic and Scion Backlashes
  23
  Table: The Scion of Discordia
  23
  Talents of Discordia
  27
  Favored Class Bonuses
  32
  Scion Archetypes
  33
  Disciple of Discordia
  33
  Discordant Instigator
  34
  Table: The Discordant Instigator
  34
  The Rulebreaker
  36
  Section 2: Truemagic Feats
  Truemagic Feats
  37
  Sidebar: Identifying Recitations
  37
  Section 3: Truemagic Prestige Classes
  Truemagic Prestige Classes
  39
  Polycosmic Theurge
  39
  Table: The Polycosmic Theurge
  39
  Speaker of the Word
  41
  Table: The Speaker of the Word
  42
  Trueshaper
  43
  Table: The Trueshaper
  43
  Willshackler
  44
  Table: The Willshackler
  44
  Table: Nomenclature Study Creature Types
  46
  Wordsworn Defender
  47
  Table: The Wordsworn Defender
  47
  Sidebar: A Brute in the Truenamers' Court
  48
  An Interjection Games, LLC production
  Section 4: The Codices
  Codex of Heart and Mind
  Summary
  49
  Sidebar: Roleplaying Recitations
  51
  List
  53
  Codex of Artifice
  Summary
  75
  List
  77
  Sidebar: The Wordforged Construct Template
  84
  Codex of the Far­Flung Spheres
  Summary
  91
  List
  92
  Codex of the Realized Vision
  Summary
  97
  List
  98
  Legal
  102
  Credits
  Authors
  Bradley Crouch
  Thilo "Endzeitgeist" Graf
  Jason Linker
  Editor
  Thilo "Endzeitgeist" Graf
  Artists
  Gary Dupuis
  David Hamilton
  Miguel Santos
  Joe Shawcross ­ cover artist
  Archetype and Higher Kickstarter Backers
  Brandon F. (Chessmaster, Disciple of Discordia,
  Trueshaper)
  Special Thanks
  Testing
  Alexander W. Corrin
  Preston Mitchell
  Tuneful Inflectionist Archetype Concept
  Morgan "Dances to the Fat Lady" Boehringer
  Patrons Like You ­ Thank You!
  Compatibility with the Pathfinder Roleplaying Game
  requires the Pathfinder Roleplaying Game from Paizo
  Inc.. See http://paizo.com/pathfinderRPG for more
  information on the Pathfinder Roleplaying Game.
  Paizo Inc. does not guarantee compatibility, and does
  not endorse this product.
  i
  Bradley Crouch, Thilo Graf, Jason Linker
  Table of Contents
  
  Truenamer
  The universe is. Barring some particularly advanced
  philosophers, everyone agrees on this point. Moving
  beyond this tautology is particularly difficult, however,
  as most races seek to apply "How?" and "Why?" to all
  of the unsolved mysteries of the universe. What's more,
  these races tend to angle their explanations such that
  they, or their gods, are of supreme import.
  Some factions posit that the universe is and always
  shall be. It was not created for a particular reason.
  Indeed, it was not created at all! Other factions posit
  that the universe was explicitly created. In most cases,
  the creator is still extant in the universe and can
  readily be pointed out of a crowd. Religions that seek to
  give their god special significance as the creator of the
  universe adore this strategy to no end.
  Then
  there
  are
  the
  truenamers.
  Scholars
  of
  extraordinary erudition, truenamers study that which
  is known as Truespeech, or the First Language. This
  extraordinary tongue is the language of the universe
  itself. It encompasses everything that has been, is, and
  will be, not only for the races of this plane and
  universe, but for all possible universes. As such, even
  the most brilliant scholar of his generation can only
  understand
  and
  speak
  the
  slightest
  fraction
  of
  Truespeech's
  full
  vocabulary,
  for
  the
  language
  demands a familiarity with concepts that one man
  born in one era of one race simply cannot fathom.
  When used in carefully constructed sequences, or
  recitations, the very use of this tongue forces the
  universe to shift slightly to accommodate the demands
  of the speaker. It matters not whether the speaker be
  god or mortal, king or peasant, the universe listens, for
  it must. Though truenamers tend to disagree on the
  how and why of it all, they do agree that the First
  Language was the tool of its construction.
  Author: Bradley Crouch.
  Role: Though the source of his power is vastly different
  from that of a wizard, those who are unfamiliar with the
  intricacies of magic will likely assume that a truenamer
  is just that: a wizard. Like a wizard, a typical truenamer
  serves his party best by supporting his allies and
  eliminating enemies from the back lines.
  Alignment: As a truenamer is characterized by an
  amoral academic pursuit, he can be of any alignment.
  Hit Die: d6
  Starting Wealth:
  2d6 × 10 gp (average 70 gp.) In
  addition, each character begins play with an outfit
  worth 10 gp or less.
  Class Skills
  The truenamer's class skills are Appraise (Int), Craft
  (any)
  (Int),
  Knowledge
  (arcana)
  (Int),
  Knowledge
  (history) (Int), Knowledge (planes) (Int), Linguistics
  (Int), Profession (Wis), Spellcraft (Int), and Use Magic
  Device (Cha).
  Class Skills at Each Level: 2 + Int Modifier
  Class Features
  All of the following are class features of the truenamer
  base class.
  Weapon Proficiency: Truenamers are proficient with
  simple weapons.
  Armor and Shield Proficiency: Truenamers are not
  proficient with any form of armor or shields. The
  truenaming
  DC
  of
  any
  recitations
  recited
  by
  the
  truenamer is increased by the armor check penalty of
  any armor or shields the truenamer is wearing. For
  example, a chain shirt with an armor check penalty of ­4
  increases all truenaming DCs by +4. If a shield or suit of
  armor has an armor check penalty of 0, then it increases
  all truenaming DCs by +1 instead. Armor and shields
  that
  are
  weightless
  or
  animated
  to
  take
  care
  of
  themselves do not penalize the truenamer's ability to
  recite in any way.
  1
  Ultimate Truenaming
  Interjection Games
  
  Truemagic
  A truenamer's source of power is his encyclopedic, or
  rather dictionary­like, knowledge of the First Language,
  also known as Truespeech. Containing all things and
  concepts
  that
  will
  ever
  be,
  perfect
  knowledge
  of
  Truespeech would effectively mean perfect control over
  the universe itself. Though it is quite impossible for the
  limited mind of a mortal humanoid to fathom the
  entirety of the First Language, there are those who
  devote their lives to learning even the tiniest fragment
  of what it has to offer and are capable of shifting the
  universe by reciting dozens of words and phrases on a
  daily basis.
  A truenamer exercises his power over Truespeech
  through the use of recitations. Recitations resemble
  spells
  and
  represent
  knowledge
  of
  hundreds
  of
  variations of a core concept within the language.
  Through precise knowledge of his surroundings and the
  vocabularly used to describe the current state of the
  local area, a truenamer knows how to recite the precise
  grammatical variant required to elicit an effect in a
  particular
  situation.
  It
  is
  this,
  the
  fact
  that
  the
  recitations for orc, charging orc, and charging orc with a
  mohawk, are all totally different series of syllables, that
  makes
  learning
  even
  a
  tiny
  fraction
  of
  the
  First
  Language a lifelong pursuit for even the most dedicated
  of scholars.
  2
  Bradley Crouch, Thilo Graf, Jason Linker
  The Truenamer
  Table: The Truenamer
  
  Recitations are broken into four codices based on the
  nature of the subject of the recitation. For example, one
  codex is all about things, while another is about ideas.
  All codices are based on nouns.
  Codex of Heart and Mind: The Codex of Heart and
  Mind concerns itself with living creatures. Though life is
  a very complex phenomenon in the universe, it also
  tends to have fairly static names in the First Language.
  The resulting ease of recitation makes the Codex of
  Heart and Mind the source of the bulk of a truenamer's
  power. A truenamer begins play with three 1st­level
  recitations from the Codex of Heart and Mind.
  At each new truenamer level, a truenamer gains one
  recitation from the Codex of Heart and Mind for which
  he meets all of the prerequisites.
  Codex of Artifice: The Codex of Artifice concerns itself
  with material things. Though the individual words used
  to describe material things are simple, small nicks and
  scratches can totally change the word that must be used.
  The Codex of Artifice makes up less of a truenamer's
  power than the Codex of Mind and Body, but still
  represents a large portion of a truenamer's vocabulary.
  A truenamer gains access to the Codex of Artifice at 4th
  level. At 4th level, 5th level, and every two levels beyond
  5th, he gains one recitation from the Codex of Artifice
  for which he meets all of the prerequisites.
  Codex of Far­Flung Spheres: The Codex of Far­Flung
  Spheres concerns itself with places. As places are
  combinations of things with a location with respect to
  other things, this codex requires a great deal of prior
  knowledge in order to begin studying it to any useful
  effect.
  As
  such,
  truenamers
  learn
  relatively
  few
  recitations from it and begin learning late in their
  careers.
  A truenamer gains access to the Codex of Far­Flung
  Spheres at 7th level. At 7rh level and every three levels
  beyond 7th, he gains one rectiation from the Codex of
  Far­Flung Spheres for which he meets all of the
  prerequisites.
  Codex of the Realized Vision: The Codex of the Realized
  Vision concerns itself with ideas. As ideas have the least
  form of all nouns, they are also the hardest to pin down
  with a concrete description in the First Language. Even
  the most accomplished truenamers learn very few
  recitations from this codex.
  A truenamer gains access to the Codex of the Realized
  Vision at 10th level. He gains one recitation from this
  codex for which he meets all of the prerequisites at 10th
  level, 14th level, 18th level, and 20th level.
  3
  Ultimate Truenaming
  Interjection Games
  Table: Truenamer
  Recitations Known by Level
  Table: Truenaming DCs by
  Recitation Level
  
  Recitations (Sp): A truenamer can recite a recitation
  as
  a
  standard
  action
  that
  provokes
  attacks
  of
  opportunity. In order for his recitation to be successful,
  he must succeed on a DC 7 + 3 x the recitation's
  recitation
  level
  truenaming
  check.
  (See
  Table:
  Truenaming DCs by Recitation Level)
  To make a
  truenaming check, roll 1d20 + the truenamer's class
  level + the truenamer's Intelligence modifier. On a
  failed truenaming check, the recitation is not recited,
  the truenamer's action is wasted, and he incurs the
  penalties described by the Law of Croaking Failure.
  A truenamer can choose to recite "on the defensive".
  When reciting on the defensive, the truenamer does not
  provoke an attack of opportunity, but the truenaming
  DC is increased by +5 to reflect the enhanced difficulty
  of the task. (See Table: Truenaming DCs by Recitation
  Level)
  On a failed truenaming check, the recitation is
  not recited, the truenamer's action is wasted, he incurs
  the penalties described in the Law of Croaking Failure,
  and he provokes an attack of opportunity.
  All truenamer recitations have verbal components. To
  learn or recite a recitation, a truenamer must have an
  Intelligence score equal to at least 10 + the recitation
  level. The Difficulty Class (DC) for a saving throw
  against a truenamer's recitation is 10 + the recitation
  level + the truenamer's Intelligence modifier.
  All recitations have a recitation level, which represents
  just how accomplished a truenamer must be to have the
  vocabulary to use it in the first place. A truenamer
  begins play able to recite 1st level recitations. At 4th
  level, a truenamer can recite 2nd level recitations. For
  every three truenamer levels beyond 4th, the highest
  recitation level he can recite increases by +1, to a
  maximum of 6th level recitations at 16th level.
  Each recitation has a "similar school" listing. Any spell
  of that school whose spell level is greater than or equal
  to the recitation level of the attempted recitation can be
  used
  to
  counterspell
  that
  recitation.
  This
  can
  be
  particularly
  devastating
  for
  the
  truenamer,
  as
  counterspelling triggers The Law of Flowing Rhetoric.
  Treat the truenamer's class level as his caster level for
  the purpose of dispel magic and other such effects.
  Similarly, spells, feats, and abilities that interact with
  the school of magic listed in a recitation's similar school
  listing affect that recitation as though it were a spell. For
  example,
  a
  truenamer
  can
  take
  the
  Spell
  Focus
  (evocation) feat and have it apply to all of his recitations
  that have evocation listed as the similar school.
  If a spell or ability affecting the truenamer increases
  concentration DCs, then his truenaming DCs increase
  by half that amount. Further, spells and abilities that
  trigger when a spell is cast, such as the Spellbreaker
  feat, trigger when a recitation is recited. When dealt
  damage
  before
  a
  recitation
  is
  completed,
  the
  truenaming DC increases by the amount of damage
  taken. A truenamer's recitations have a 20% failure
  chance when he is deafened, but other situations that
  require concentration checks of standard spellcasters do
  not affect a truenamer.
  Upon reaching 7th level, and at every third truenamer
  level after that (10th, 13th, and so on), a truenamer can
  choose to learn a new recitation in place of one he
  already knows from the same codex. In effect, the
  truenamer “loses” the old recitation in exchange for the
  new one. The new recitation’s level must be the same as
  that of the recitation being exchanged, and it must be at
  least one level lower than the highest­level recitation the
  truenamer can recite. A truenamer may swap only a
  single recitation at any given level, and must choose
  whether or not to swap the recitation at the same time
  that he gains new recitations known for the level.
  Recitations follow four universal laws.
  The Law of Croaking Failure
  The Law of Croaking Failure is the backlash of the
  universe upon those who draw its attention, then fail to
  clearly state what it is they want. Whenever the reciter
  fails
  a
  truenaming
  check,
  he
  takes
  a
  penalty
  to
  truenaming checks equal to the recitation level of the
  recitation failed for 5 rounds. This penalty does not
  stack. While afflicted in this manner, the reciter cannot
  speak above a whisper,
  The Law of Familiar Phrases
  The Law of Familiar Phrases is one of the primary
  reasons why attempting to learn small fragments of
  such a complex language is viable at all. Whenever the
  reciter recites a recitation whose recitation level is at
  least one lower than the highest recitation level he can
  recite, the reciter can take 10 on his truenaming check.
  The Law of Flowing Rhetoric
  The Law of Flowing Rhetoric forbids a truenamer from
  having two instances of a particular recitation in effect
  at one time. In other words, if the truenamer recites
  alter blade, which has a duration of 5 rounds, he cannot
  recite alter blade again until those 5 rounds have
  passed. If a recitation is negated by a saving throw,
  counterspelled,
  or
  dispelled
  by
  any
  means,
  the
  truenamer still cannot attempt to recite the recitation
  again until a period of time equal to the recitation's
  duration has elapsed between attempts. If a recitation is
  not successfully recited, the Law of Flowing Rhetoric is
  not triggered.
  The Law of Finite Malleability
  The Law of Finite Malleability is a measure of the
  patience of the universe. As a truenamer runs around
  demanding the same thing of the universe over and
  over, it tends to get a bit fed up with him. Each time the
  truenamer
  successfully
  recites
  a
  recitation,
  the
  truenaming DC of that recitation increases by +2. The
  truenamer may spend an hour apologizing to the
  universe
  each
  morning,
  much
  like
  how
  typical
  spellcasters study their spellbooks, in order to reset the
  Law of Finite Malleability to its starting state, +0.
  4
  Bradley Crouch, Thilo Graf, Jason Linker
  The Truenamer
  
  Sympathetic Link (Ex): Even at 1st level, truenamers
  understand that language defines how an individual
  thinks. As the First Language is very strict regarding
  intent, it helps to be able to think like that which is the
  target of one's recitations. When reciting a recitation
  that directly targets a creature, the truenamer gets +2 to
  his truenaming check if he shares a language with that
  creature. When targeting multiple creatures with a
  single recitation, the truenamer must share a language
  with all creatures targeted in order to gain this bonus.
  Spells, spell­like abilities, magic items, and supernatural
  abilities that grant the ability to speak and understand
  languages do not apply to this ability. A sympathetic
  link is not formed by being able to speak like a
  particular creature, but rather by being able to think like
  a particular creature. Magical language aids completely
  skip over this aspect of language and are responsible for
  much of the lack of sensitivity that exists in the world
  today. Simply put, if a truenamer doesn't put the time
  and study into learning a language the old­fashioned
  way, he has no knowledge that he can use in this
  manner.
  Master of Tongues (Ex): As the First Language
  encompasses all things, truenamers are wont to learn
  other, simpler languages in an effort to understand
  more of the universe. At 2nd level and every two levels
  beyond
  2nd,
  the
  truenamer
  learns
  an
  additional
  language that is not designated as secret, like drow sign
  language or druidic.
  Inflections: Starting at 3rd level, a truenamer gains
  the ability to stress the syllables of a recitation in a
  specific manner, a process known as inflecting. Doing so
  increases the recital time of the recitation to a full­
  round action that provokes attacks of opportunity, but
  adds an effect to that recitation depending on the
  inflection used. A truenamer may only apply a single
  inflection
  to
  any
  individual
  recitation.
  Select
  an
  inflection from the list below. At 6th level and every
  three
  levels
  thereafter,
  the
  truenamer
  selects
  an
  additional inflection from this list.
  Not all inflections are created equal. Some inflections
  are simply harder for a truenamer to perform than
  others, if only because of the particular way the vocal
  cords must be used. Each inflection has a line labeled
  "Truenaming DC Modifier". The value listed on this line
  is how much the truenaming DC of a recitation is
  increased if that inflection is applied to the recitation.
  Most inflections are frowned upon by the universe itself,
  if
  only
  because
  the
  universe
  gets
  annoyed
  when
  somebody demands something that specific of it. Each
  inflection has a line labeled "Malleability DC Modifier".
  This value is applied to the Law of Finite Malleability.
  For example, as the DC of a recitation normally
  increases by +2 every time it is successfully recited, an
  inflection with a Malleability DC Modifier of +2 would
  make the DC of the recitation increase by a total of +4 (2
  + 2) after being successfully recited.
  ­Kinetic
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +2
  When selecting this inflection, choose one of the family
  of inflections listed below. A recitation with the chosen
  inflection that normally deals acid, cold, electric, fire, or
  sonic damage deals damage of the chosen inflection's
  type instead. This inflection can be taken multiple
  times. Each time, choose a different member of the
  family of inflections.
  The energy type and name of each member of this
  family of inflections is listed below.
  Acid = Oxykinetic
  Cold = Cryokinetic
  Electric = Electrokinetic
  Fire = Pyrokinetic
  Sonic = Sonukinetic
  Amplified
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +2
  A recitation with this inflection is treated as though all
  variable, numeric effects are increased by half, including
  bonuses to those dice rolls.
  Booming
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +0
  A recitation with this inflection has its range increased
  by +30 feet.
  Caterwauling
  Truenaming DC Modifier: +3
  Malleability DC Modifier: +3
  A recitation with this inflection is treated as though all
  variable, numeric effects are maximized. Saving throws
  and opposed rolls are not affected, nor are recitations
  without random variables. A truenamer must be at least
  9th level to select this inflection.
  Cheery
  Truenaming DC Modifier: +0
  Malleability DC Modifier: +1
  A recitation with this inflection dazzles those it targets
  for 1d4 rounds with no saving throw allowed. The
  recitation must normally affect a single creature or
  object, not an area, in order for this inflection to have
  any effect, and even then most objects can't be dazzled.
  Complementary
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +1
  A recitation with this inflection increases the remaining
  duration of the reciter's other ongoing recitations that
  themselves have this inflection by +1 round.
  5
  Ultimate Truenaming
  Interjection Games
  
  Disruptive
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +1
  A recitation with this inflection reduces the remaining
  duration of the reciter's other ongoing recitations that
  also have this inflection by ­1 round.
  Echoing
  Truenaming DC Modifier: +6
  Malleability DC Modifier: +2
  A recitation with this inflection takes a ­2 penalty to the
  Difficulty Class of any saving throw it calls for, but
  affected creatures must roll twice and take the lowest
  result. A truenamer must be at least 12th level to select
  this inflection.
  Menacing
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +0
  Only recitations whose effects are totally negated on a
  successful saving throw can use this inflection. A
  recitation with this inflection deals 1d6 points of
  damage per recitation level to the subject if the subject
  succeeds on its saving throw. This is a force effect.
  Muffled
  Truenaming DC Modifier: +2
  Malleability DC Modifier +2
  A recitation with this inflection can only be countered
  by a spell whose spell level is two or more greater than
  the recitation's recitation level. A truenamer must be at
  least 12th level to select this inflection.
  Omnipresent
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +3
  A recitation with this inflection affects any three valid
  targets within range. If combined with the stereo
  inflection using overtone chanting, they affect a total of
  four valid targets within range. A truenamer must be at
  least 12th level to select this inflection.
  Penetrating
  Truenaming DC Modifier: +0
  Malleability DC Modifier: +0
  A recitation with this inflection gets a +2 bonus to caster
  level checks made to penetrate spell resistance and
  other effects that negate magic on a failed caster level
  check, such as a clay golem's cursed wound ability;
  however, the Difficulty Class of any saving throw called
  for by a recitation with this inflection takes a ­2 penalty.
  Resonant
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +2
  A recitation with this inflection affects all valid targets
  within 10 feet of a primary target. The recitation must
  normally affect a single creature or object, not an area,
  in order for this inflection to have any effect. A
  truenamer must be at least 6th level to select this
  inflection.
  Stereo
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +2
  A recitation with this inflection affects any two valid
  targets within range. If combined with the omnipresent
  inflection using overtone chanting, they affect a total of
  four valid targets within range.
  Terse
  Truenaming DC Modifier: +6
  Malleability DC Modifier: +4
  A recitation with this inflection is not recited as a full­
  round action. Instead, it is recited as a swift action. This
  inflection cannot be used with the overtone chanting
  class feature. A truenamer must be at least 12th level to
  select this inflection.
  Trailing
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +2
  The duration of a recitation with this inflection is
  doubled.
  Truncated
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +0
  Only recitations that have no effect until their duration
  ends can use this inflection. A recitation with this
  inflection has a duration of instantaneous; however,
  once recited in this fashion, a corollary of the Law of
  Flowing Rhetoric makes it so that recitation cannot be
  recited again for 1 minute. A truenamer must be at least
  6th level to select this inflection.
  Vengeful
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +0
  If the target of a recitation with this inflection makes its
  saving throw against the recitation, then the target takes
  a ­2 penalty to its next saving throw against a recitation.
  This effect lasts for 5 rounds or until used.
  Whispering
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +0
  A recitation with this inflection has its range reduced by
  ­30 feet, but the Difficulty Class of any saving throw
  called for by the recitation is increased by +2.
  6
  Bradley Crouch, Thilo Graf, Jason Linker
  The Truenamer
  
  Linguistic Familiarity (Ex): Starting at 5th level, a
  truenamer's mastery of language makes him resistant to
  abilities that rely upon it. He gets +1 to saving throws
  made against language­dependent spells and abilities.
  This bonus increases to +2 at 11th level and +3 at 17th
  level.
  Overtone Chanting (Ex): At 12th level, a truenamer
  has mastered the art of overtone chanting as it pertains
  to performing his recitations in the First Language. He
  may now apply up to two inflections to a single
  recitation and gain the benefits of both. When doing so,
  add together the Truenaming DC Modifiers of the two
  inflections and apply the sum to the recitation, then add
  together the Malleability DC Modifiers of the two
  inflections, add a further +2, and apply the sum to the
  recitation.
  Demand of the Universe (Ex): At 20th level, a
  truenamer has learned enough of the First Language to
  force the universe to do what he says without having to
  muck about with all of this precise inflection nonsense,
  at least some of the time. Once per day for each of his
  codices, the truenamer can take 20 on a truenaming
  check. In other words, the truenamer gets up to four
  separate uses of this ability: once for the Codex of Heart
  and Mind, once for the Codex of Artifice, once for the
  Codex of Far­flung Spheres, and once for the Codex of
  the Realized Vision.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some
  races have the option of choosing from a number of
  other bonuses, depending upon their Favored Classes.
  The following options are available to the listed race
  who have truenamers as their Favored Class, and unless
  otherwise stated, the bonus applies each time you select
  the listed Favored Class reward.
  Aasimar – If a recitation heals, add +1/3 to the amount
  healed.
  Drow – Every 3 times this bonus is selected, choose a
  recitation. That recitation ignores the Law of Finite
  Malleability the first time it is recited without inflections
  each day. If the truenamer chooses to forget that
  recitation and learn a new one, then the new recitation
  gains this ability. Each time the truenamer gains this
  ability, select a new recitation.
  Dwarf – Recitations from the Codex of Artifice have
  their duration increased by +1/3 round.
  Elf
  ­ Every 3 times this bonus is selected, choose a
  recitation. That recitation ignores the Law of Finite
  Malleability the first time it is used without inflections
  each day. If the truenamer chooses to forget that
  recitation and learn a new one, then the new recitation
  gains this ability. Each time the truenamer gains this
  ability, select a new recitation.
  Gnome – Whenever the truenamer triggers the Law of
  Croaking Failure, he gets a +1/3 bonus to his next
  truenaming check, to a maximum of the recitation level
  of the recitation that triggered the Law of Croaking
  Failure. This bonus lasts for 2 rounds or until used.
  Half­elf – Every 3 times this bonus is selected, choose a
  recitation. That recitation ignores the Law of Finite
  Malleability the first time it is used without inflections
  each day. If the truenamer chooses to forget that
  recitation and learn a new one, then the new recitation
  gains this ability. Each time the truenamer gains this
  ability, select a new recitation.
  Halfling – Whenever the truenamer triggers the Law of
  Croaking Failure, he gets a +1/3 bonus to his next
  truenaming check, to a maximum of the recitation level
  of the recitation that triggered the Law of Croaking
  Failure. This bonus lasts for 2 rounds or until used.
  Half­orc – Add +1/6 of an inflection.
  Hobgoblin – Recitations from the Codex of Artifice have
  their duration increased by +1/3 round.
  Human – Add +1 foot to the range of the truenamer's
  recitations. (+5 feet to the range every 5 times the
  truenamer takes this bonus)
  Kitsune ­ Recitations from the Codex of Heart and Mind
  or the Codex of Far­Flung Spheres have their duration
  increased by +1/5 round.
  Kobold – Add +1/5 to truenaming checks if all targets
  are gnomes. Area effects receive no benefit.
  Orc – Recitations from the Codex of Artifice have their
  duration increased by +1/3 round.
  Puddling – Add +1 foot to the range of the truenamer's
  recitations. (+5 feet to the range every 5 times the
  truenamer takes this bonus)
  Tengu ­ Whenever the truenamer recites a recitation,
  his base land speed increases by +1 foot for 1 round. (+5
  feet to base land speed for 1 round every 5 times the
  truenamer takes this bonus.) In addition, every eight
  times this bonus is selected, the truenamer receives a +1
  dodge bonus to AC whenever he is under the effects of
  the Law of Croaking Failure, to a maximum of the
  magnitude of the truenaming penalty imposed by the
  Law.
  Tiefling – If a recitation deals ability score damage, it
  deals an additional +1/6 damage to that ability score.
  Vanara ­ Whenever the truenamer recites a non­
  inflected recitation from a particular codex, he gets a
  +1/5 circumstance bonus, max +2, to truenaming
  checks made to recite non­inflected recitations from any
  other codex for 1 round.
  Vishkanya ­ If a recitation deals ability score damage, it
  deals an additional +1/6 damage to that ability score.
  7
  Ultimate Truenaming
  Interjection Games
  Favored Class Bonuses
  
  Truenamer Archetypes
  The
  First
  Language
  is,
  by
  necessity
  of
  its
  aims,
  fiendishly difficult to learn, and even the best students
  of this primordial tongue require mnemonics and other
  study aids to keep everything straight. Though the ideal
  is to be able to muscle through the language through
  sheer determination and become a perfect generalist,
  many fall short of this lofty goal and become specialists
  of whatever portions of the First Language they can
  comprehend. Students of all other disciplines find this
  to be utterly bizarre, as the standard approach to higher
  education is to learn the broad sweeps of the whole,
  then focus on whatever it is that seems the most
  interesting or lucrative.
  Chessmaster (Archetype)
  There are some whose moment of falling short as a
  scholar is when the concepts embraced by the First
  Language leave the realm of the concrete and enter the
  realm of abstract possibility. Like the savants of heart
  and mind, who are themselves too alive to think like
  something without life, these individuals are too hung
  up on the idea of their own concrete existence to give
  shape to ideas that are products of a wild imagination.
  Thus forced to specialize in the real and the concrete,
  these individuals have long ago turned their weakness
  into a great advantage, achieving mastery over the
  Codices of Artifice and Heart and Mind that no
  generalist can touch. Their secret is in tying their
  knowledge of these codices to a concrete conceit, a
  single,
  overarching
  mnemonic
  that
  is
  as
  much
  a
  truenaming aid as it is a statement of their own ideals.
  In
  short,
  these
  master
  manipulators
  play
  with
  chessboards.
  Kickstarter Backer: Brandon F.
  Author: Bradley Crouch.
  Chessmasters have the following class features:
  Truemagic
  A chessmaster's source of power is his encyclopedic, or
  rather dictionary­like, knowledge of the First Language,
  also known as Truespeech. Containing all things and
  concepts
  that
  will
  ever
  be,
  perfect
  knowledge
  of
  Truespeech would effectively mean perfect control over
  the universe itself. Though this is quite impossible for
  the limited mind of a mortal, there are those who devote
  their lives to learning even the tiniest fragment of what
  it has to offer and are capable of temporarily shifting the
  universe by reciting dozens of words and phrases on a
  daily basis.
  A chessmaster exercises his power over Truespeech
  through the use of recitations. Recitations resemble
  spells and represent knowledge of hundreds of variants
  of a core concept within the language. Through precise
  knowledge of his surroundings, the truenamer knows to
  recite the precise variant required to elicit an effect in a
  particular situation. It is this complication that makes
  learning the First Language a lifelong pursuit.
  Recitations are broken into four codices based on the
  sort of noun they represent. Chessmasters, given their
  total reliance on the physical to make sense of the
  world, only have access to three of these.
  Codex of Heart and Mind: The Codex of Heart and
  Mind concerns itself with living creatures. Though life is
  a very complex phenomenon in the universe, it also
  tends to have fairly static names in the First Language.
  The resulting ease of recitation makes the Codex of
  Heart
  and
  Mind
  the
  source
  of
  the
  bulk
  of
  a
  chessmaster's power. A chessmaster begins play with
  three 1st­level recitations from the Codex of Heart and
  Mind.
  At each new chessmaster level, a chessmaster gains one
  recitation from the Codex of Heart and Mind for which
  he meets all of the prerequisites.
  Codex of Artifice: The Codex of Artifice concerns itself
  with material things. Though the individual words used
  to describe material things are simpler than those which
  describe living things, small nicks and scratches can
  totally change the word that must be used. That said,
  given a chessmaster's focus on the material, he can be
  considered the foremost expert in this codex and knows
  a massive variety of the recitations contained herein.
  A chessmaster gains access to the Codex of Artifice at
  4th level. At 4th level and every new chessmaster level
  thereafter, a chessmaster gains one recitation from the
  Codex of Artifice for which he meets all of the
  prerequisites.
  Codex of Far­Flung Spheres: The Codex of Far­Flung
  Spheres concerns itself with places. As places are
  combinations of things with a location with respect to
  other things, this codex requires a great deal of prior
  knowledge in order to begin studying it to any useful
  effect. As such, chessmasters can only barely grasp how
  it works and learn very few recitations from it.
  A chessmaster gains access to the Codex of Far­Flung
  Spheres at 7th level. At 7th level and every five levels
  thereafter, a chessmaster gains one recitation from the
  Codex of Far­Flung Spheres for which he meets all of
  the prerequisites, for a total of three recitations at 17th
  level. A chessmaster can only learn 3rd and 4th level
  recitations from this codex.
  This ability modifies truemagic.
  8
  Bradley Crouch, Thilo Graf, Jason Linker
  Truenamer Archetypes
  Chessmaster
  (Archetype)
  
  Recitations (Sp)
  Unlike a truenamer, who memorizes a selection of
  recitations and recites them ad nauseum, a chessmaster
  is totally reliant upon a massive mnemonic conceit that
  he requires to keep the First Language organized in his
  mind.
  Chessmastery
  This conceit is the image of a chessboard in the
  chessmaster's mind's eye. As he recites a recitation, the
  chessmaster reaches forward, taking hold of the idea of
  a chess piece, which is itself tied to the idea of a
  recitation, and moving both of them in a sort of
  thinkspace. As such, a chessmaster's recitations have a
  somantic component, as well as a verbal component.
  A chessmaster begins play with the idea of a chessboard
  in his mind, as well as the ideas of the following chess
  pieces:
  2 Pawns
  1 Bishop, Knight, or Rook
  At 2nd, 3rd, and 4th levels, and every two levels beyond
  4th, a chessmaster gains his choice of an additional
  Bishop, Knight, or Rook. At 5th, 9th, 13th, and 17th
  level, he gains his choice of a King or Queen. A
  chessmaster may never have more than 4 Bishops, 4
  Knights, 4 Rooks, 2 Kings, or 2 Queens.
  At 4th level and every chessmaster level thereafter, a
  chessmaster gains an additional Pawn, to a maximum of
  16 Pawns at 18th level.
  Given his reliance upon this chessboard conceit, a
  chessmaster must choose and prepare his recitations
  ahead of time by getting 8 hours of sleep and spending 1
  hour meditating upon his knowledge of the First
  Language. While meditating, the chessmaster decides
  which recitations to associate with which chess pieces.
  To
  associate
  a
  chess
  piece
  with
  a
  recitation,
  a
  chessmaster simply selects a recitation that he knows
  from the Codex of Heart and Mind or the Codex of
  Artifice and a chess piece that has not had a recitation
  applied to it yet. The piece and the recitation are then
  considered
  associated
  until
  the
  next
  time
  the
  chessmaster meditates in this fashion. Just as a chess
  piece cannot be associated with multiple recitations, a
  recitation cannot be associated with multiple chess
  pieces. When a chessmaster meditates, all current
  associations are broken so that he may change them.
  Chess pieces grant a passive ability and an active ability
  to their associated recitations. Passive abilities trigger
  each time the recitation is recited (or, in the case of the
  King, when preparing a recitation), while active abilities
  trigger if and only if the chessmaster breaks the
  association between chess piece and recitation while
  reciting. This is a free action and renders him unable to
  recite that particular recitation until the next time he
  meditates. A chessmaster must choose to use a chess
  piece active ability before making his truenaming check.
  Chess Piece Passive Abilities
  Pawn ­ none
  Bishop ­ Add +1 to the Difficulty Class of any saving
  throws called for by the recitation.
  Knight ­ Add +2 to the reciter's caster level for the
  purpose of overcoming spell resistance.
  Rook ­ Add +2 to concentration checks made when
  reciting on the defensive.
  Queen ­ As Bishop, Knight, and Rook combined.
  King ­ The chessmaster may associate recitations from
  the Codex of Far­Flung Spheres with this chess piece.
  No other kind of chess piece may have recitations from
  that codex associated with it.
  Chess Piece Active Abilities
  Pawn ­ The next time the chessmaster triggers the Law
  of Finite Malleability, it only increases the truenaming
  DC by +1, not +2.
  Bishop ­ If the recitation normally calls for a Reflex
  save, it now calls for a Fortitude save. If it normally calls
  for a Fortitude save, it now calls for a Reflex save.
  Knight ­ The chessmaster may apply two inflections to
  the recitation rather than just one. He may not take 10
  on his truenaming check.
  Rook ­ Add +5 to concentration checks made when
  reciting on the defensive.
  Queen
  ­
  The
  truenaming
  check
  is
  automatically
  considered a success. No inflections may be applied.
  King ­ Choose a Pawn that has a recitation associated
  with it. That Pawn is treated as though it were the
  chessmaster's choice of a Bishop, Knight, or Rook
  instead until the association with that recitation is
  broken.
  To learn, prepare, or recite a recitation, a chessmaster
  must have an Intelligence score equal to at least 10 + the
  recitation level. The Difficulty Class (DC) for a saving
  throw against a chessmaster's recitation is 10 + the
  recitation
  level
  +
  the
  chessmaster's
  Intelligence
  modifier.
  A chessmaster may recite a recitation that has an
  associated
  chess
  piece
  as
  a
  standard
  action
  that
  provokes attacks of opportunity. In order for his
  recitation to be successful, he must succeed on a DC 7 +
  3 x the recitation's recitation level truenaming check.
  To
  make
  a
  truenaming
  check,
  roll
  1d20
  +
  the
  chessmaster's
  class
  level
  +
  the
  chessmaster's
  Intelligence modifier. On a failed truenaming check, the
  recitation is not recited, the chessmaster's action is
  wasted, and he incurs the penalties described by the
  Law of Croaking Failure, below.
  9
  Ultimate Truenaming
  Interjection Games
  
  A chessmaster can choose to recite "on the defensive".
  When reciting on the defensive, the chessmaster does
  not
  provoke
  an
  attack
  of
  opportunity,
  but
  the
  truenaming DC is increased by +5 to reflect the
  enhanced difficulty of the task. On a failed truenaming
  check, the recitation is not recited, the chessmaster's
  action is wasted, he incurs the penalties described in the
  Law of Croaking Failure, and he provokes an attack of
  opportunity.
  All recitations have a recitation level, which represents
  just how accomplished a chessmaster must be to have
  the vocabulary to use it in the first place. A chessmaster
  begins play able to recite 1st level recitations. Starting at
  4th level, a chessmaster can recite 2nd level recitations.
  For every three chessmaster levels beyond 4th, the
  highest recitation level he can recite increases by +1, to a
  maximum of 6th level recitations at 16th level.
  As standard magic is merely a subset of that which the
  chessmaster studies, these standard magic users come
  equipped with the means to counterspell recitations.
  Each recitation has a "similar school" listing. Any spell
  of that school whose spell level is greater than or equal
  to the recitation level of the attempted recitation can be
  used to counterspell that recitation. Similarly, spells,
  feats, and abilities that interact with the school of magic
  listed in a recitation's similar school listing affect that
  recitation as though it were a spell. For example, a
  chessmaster can take the Spell Focus (evocation) feat
  and have it apply to all of his recitations that have
  evocation
  listed
  as
  the
  similar
  school.
  Treat
  the
  chessmaster's class level as his caster level for the
  purpose of dispel magic and other such effects.
  10
  Bradley Crouch, Thilo Graf, Jason Linker
  Truenamer Archetypes
  Table: The Chessmaster
  
  If a spell or ability affecting the chessmaster increases
  concentration DCs, then his truenaming DCs increase
  by half that amount. Further, spells and abilities that
  trigger when a spell is cast, such as the Spellbreaker
  feat, trigger when a recitation is recited.
  Upon reaching 7th level, and at every third chessmaster
  level after that (10th, 13th, and so on), a chessmaster
  can choose to learn a new recitation in place of one he
  already knows from the same codex. In effect, the
  chessmaster “loses” the old recitation in exchange for
  the new one. The new recitation’s level must be the
  same as that of the recitation being exchanged, and it
  must be at least one level lower than the highest­level
  recitation the chessmaster can recite. A chessmaster
  may swap only a single recitation at any given level, and
  must choose whether or not to swap the recitation at the
  same time that he gains new recitations known for the
  level.
  Recitations follow four universal laws.
  The Law of Croaking Failure: The Law of Croaking
  Failure is the backlash of the universe upon those who
  draw its attention, then fail to clearly state what it is
  they want. Whenever the reciter fails a truenaming
  check, he takes a penalty to truenaming checks equal to
  the level of the recitation failed for 5 rounds. This
  penalty does not stack. While afflicted in this manner,
  the reciter cannot speak above a whisper,
  The Law of Familiar Phrases: The Law of Familiar
  Phrases is one of the primary reasons why attempting to
  learn small fragments of such a complex language is
  viable at all. Whenever the reciter recites a recitation
  whose recitation level is at least one lower than the
  highest recitation level he can recite, the reciter can take
  10 on his truenaming check.
  The Law of Flowing Rhetoric: The Law of Flowing
  Rhetoric
  forbids
  a
  chessmaster
  from
  having
  two
  instances of a particular recitation in effect at one time.
  In other words, if the chessmaster recites alter blade,
  which has a duration of 5 rounds, he cannot recite alter
  blade again until those 5 rounds have passed. If a
  recitation is negated by a saving throw or dispelled by
  any means, the chessmaster still cannot attempt to
  recite the recitation again until a period of time equal to
  the recitation's duration has elapsed between attempts.
  If a recitation is counterspelled or not successfully
  recited, the Law of Flowing Rhetoric is not triggered.
  The Law of Finite Malleability: The Law of Finite
  Malleability is a measure of the patience of the universe.
  As a chessmaster runs around demanding the same
  thing of the universe over and over, it tends to get a bit
  fed up with him. Each time the chessmaster successfully
  recites a recitation, the truenaming DC of that recitation
  increases by +2. While meditating to associate chess
  pieces with recitations, the chessmaster also apologizes
  profusely to the universe in order to reset the Law of
  Finite Malleability to its starting state, +0.
  This ability modifies recitations and replaces overtone
  chanting and sympathetic link.
  11
  Ultimate Truenaming
  Interjection Games
  Kuroshiro,
  half­elf chessmaster
  Table: Chessmaster
  Recitations Known by Level
  
  Orator (Archetype)
  While it is true that most specializations in the realm of
  truenaming stem from an inability to understand parts
  of the First Language, some few consciously specialize
  because they desire to do so, not because they are forced
  into it.
  Treating the derivative languages of modern sapients as
  a performance art rather than as an academic subject
  used to help understand the primordial tongue, orators
  are masters of tone, pitch, and inflection who apply the
  lessons of the First Language to their speech work, while
  also applying lessons learned in the realm of suggestion
  and emotion to their inflectionwork with the First
  Language.
  This potent combination of professional foci produces a
  specialized
  truenamer
  who
  can
  sway
  crowds
  and
  influence opinions through sheer force of linguistic
  erudition rather than through personal magnetism.
  Author: Bradley Crouch.
  Orators have the following class features:
  Skills
  An orator loses Appraise (Int), Knowledge (arcana)
  (Int), Knowledge (planes) (Int), and Use Magic Device
  (Cha) as class skills; instead, he gains Bluff (Cha),
  Diplomacy (Cha), Knowledge (local) (Int), Knowledge
  (nobility) (Int), and Sense Motive (Wis) as class skills.
  Improved Sympathetic Link (Ex): Even at 1st level,
  orators
  understand
  that
  language
  defines
  how
  an
  individual thinks. As the First Language is very strict
  regarding intent, it helps to be able to think like that
  which is the target of one's recitations. When reciting a
  recitation that targets a creature, the orator gets +2 to
  his truenaming check if he shares a language with that
  creature. When targeting multiple creatures with a
  single recitation, the orator must share a language with
  all creatures targeted in order to gain this bonus. At 9th
  level and every nine levels beyond 9th, this bonus
  increases by +1, to a maximum of +4 at 18th level.
  Spells, spell­like abilities, magic items, and supernatural
  abilities that grant the ability to speak and understand
  languages do not apply to this ability. A sympathetic
  link is not formed by being able to speak like a
  particular creature, but rather by being able to think like
  a particular creature. Magical language aids completely
  skip over this aspect of language and are responsible for
  much of the lack of sensitivity that exists in the world
  today. Simply put, if an orator doesn't put the time and
  study into learning a language the old­fashioned way, he
  has no knowledge that he can use in this manner.
  This ability counts as sympathetic link for the purpose
  of qualifying for feats and prestige classes.
  This ability modifies sympathetic link and replaces the
  inflection gained at 6th level.
  Browbeater Adept (Ex): Starting at 4th level, an
  orator's choice of occupation has made him particularly
  thick­skinned when it comes to hostile rhetoric, as well
  as particularly adept in its use himself. He receives a +2
  bonus
  to
  Intimidate
  checks
  made
  to
  demoralize.
  Further,
  the
  target
  Intimidate
  DC
  required
  to
  demoralize the orator is increased by +2. At 8th level
  and
  every
  four
  levels
  beyond
  8th,
  the
  bonus
  to
  Intimidate
  checks
  and
  the
  bonus
  to
  the
  target
  Intimidate DC are increased by +1, to a maximum of +6
  at 20th level.
  This ability replaces the inflection gained at 12th level.
  Prepare Speech (Ex): Starting at 7th level, an orator
  has learned how to precisely choose his words for
  maximum effect. If he takes an hour to prepare a speech
  on a particular topic, he adds his Intelligence modifier
  to his Bluff or Diplomacy skill check made when
  delivering the speech.
  This ability replaces the inflection gained at 18th level.
  Inflections:
  At
  13th
  level,
  the
  orator
  gains
  the
  following inflection.
  Sympathetic
  Truenaming DC Modifier: +6
  Malleability DC Modifier: +4
  A recitation with this inflection affects all creatures
  within 15 feet of the primary target that share a race
  with that primary target. Half­breed creatures, such as
  half­orcs, count as both of their parentages, in this case
  orc and human, for the purpose of this recitation. This
  inflection can only be applied to recitations that target
  creatures.
  This ability replaces overtone chanting.
  12
  Bradley Crouch, Thilo Graf, Jason Linker
  Truenamer Archetypes
  
  Savant of Heart and Mind (Archetype)
  There's something to be said about being comfortable
  within one's own element. Thinking like a thing, as is
  necessary to learn the Codex of Artifice, or thinking like
  a place, as is necessary to learn the Codex of Far­flung
  Spheres, just isn't something certain truenamers can
  do. This by no means suggests that these individuals
  are intellectually inferior. As they would put it, they're
  simply too alive to think like a hammer or like a hill.
  Putting all of their focus in a single Codex, that of
  Heart
  and
  Mind,
  these
  individuals
  become
  true
  masters of the original tongue of life itself.
  Author: Bradley Crouch.
  Savants of Heart and Mind have the following class
  features:
  Truemagic
  This works like the truenamer class feature of the same
  name, with the following exceptions.
  Codex of Heart and Mind: The Codex of Heart and
  Mind concerns itself with living creatures, a topic to
  which a savant of heart and mind feels a certain kinship.
  A savant of heart and mind begins play with three 1st­
  level recitations from the Codex of Heart and Mind.
  At each new truenamer level, a savant of heart and mind
  gains two recitations from the Codex of Heart and Mind
  for which he meets all of the prerequisites.
  Codex of Artifice: A savant of heart and mind never
  gains access to the Codex of Artifice.
  Codex of Far­flung Spheres: A savant of heart and mind
  never gains access to the Codex of Far­flung Spheres.
  Codex of the Realized Vision: A savant of heart and
  mind never gains access to the Codex of Far­flung
  Spheres.
  This modifies truemagic.
  The Pulse of Life: A savant of heart and mind may
  choose to learn a recitation from the Codex of Heart and
  Mind a second time. If he does so, the Law of Finite
  Malleability
  only
  applies
  a
  +1
  modifier
  to
  the
  truenaming DC of that recitation whenever it is recited.
  Further, in direct contradiction with the Law of Flowing
  Rhetoric, he may have up to two separate instances of
  the recitation in effect at any given time, not just one
  instance. Finally, the savant of heart and mind halves
  the Malleability DC Modifier of any inflection applied to
  a recitation he has learned twice, rounded up.
  This ability replaces sympathetic link.
  Reciter's
  Vitality
  (Su):
  Starting
  at
  5th
  level,
  whenever the savant of heart and mind successfully
  recites a recitation from the Codex of Heart and Mind,
  he gains fast healing 1 for a number of rounds equal to
  the recitation level of that recitation. At 11th level and
  17th level, the amount of fast healing gained in this
  manner increases by +1, to a maximum of fast healing 3
  at 17th level.
  If a qualifying recitation has the terse inflection applied
  to it, then the fast healing granted by this ability stacks
  with all other forms of fast healing.
  If
  a
  qualifying
  recitation
  has
  the
  complementary
  inflection applied to it, then the remaining duration of
  the fast healing granted by this ability increases by +1
  round
  whenever
  the
  remaining
  duration
  of
  that
  recitation increases due to the effects of that inflection.
  This ability replaces linguistic familiarity.
  13
  Ultimate Truenaming
  Interjection Games
  Hugh Grant, human
  savant of heart and mind
  
  Truescribe (Archetype)
  The truenamer concerns himself with the spoken word.
  This is understandable, as commanding the universe
  through the First Language is a totally oral tradition.
  Still, as is the case with anything that attracts the
  eccentric scholar, some individuals seek to learn and
  apply themselves via different means. Sometimes, this
  is done to complement their particular genius, though
  it is ofttimes done explicitly for the sake of being
  different.
  The truescribe seeks to translate the First Language to
  a written form, ultimately making the transformation
  of the universe a possibility for everyone.
  Author: Bradley Crouch.
  Truescribes have the following class features:
  Scribe Recitation (Sp): Starting at 1st level, the
  truescribe has devised a system of notation that can
  record all of the subtle linguistic qualities of the First
  Language. Whenever the truescribe spends an hour
  apologizing to the universe each day as part of the Law
  of Finite Malleability, she also has the ability to produce
  written
  recitations,
  otherwise
  known
  as
  recitation
  scrolls. Recitation scrolls are just like arcane or divine
  scrolls, save they record a recitation rather than a spell,
  have no cost to manufacture, must be a scroll of a
  recitation the truescribe knows how to recite herself,
  and are too obscure in nature to sell to the mass market.
  A truescribe can prepare a recitation scroll for each
  codex she knows, but can only have one recitation scroll
  per codex at any one time. As such, if the truescribe
  already has a recitation scroll from the Codex of Heart
  and Mind, she cannot produce another one from the
  Codex of Heart and Mind, but can produce one from the
  Codex of Artifice with no issues. The truescribe has the
  option to destroy an old recitation scroll in order to
  allow herself to produce a new one now. Recitations
  scribed in this manner must be at least one recitation
  level
  lower
  than
  the
  highest
  recitation
  level
  the
  truescribe can recite, or be of the lowest recitation level
  possible for that codex. Further, the truenaming DC of
  the recitation to be recorded must be low enough that
  taking a 10 on the truenaming check results in a success.
  A truescribe always takes 10 on her truenaming checks
  when producing recitation scrolls, even if she would not
  normally be entitled to take 10 on the check.
  A recitation scroll can be used by the truescribe in the
  same way a standard arcane or divine scroll is used.
  Like standard scrolls, a recitation scroll is consumed on
  use. Neither the production of nor the use of a recitation
  scroll triggers the Law of Finite Malleability. As what is
  said in Truespeech can vary widely depending on what
  the
  target
  is,
  the
  truescribe's
  notation
  system
  is
  ridiculously complicated by necessity and recitation
  scrolls produced in this manner cannot be used by
  anyone other than the manufacturer herself.
  This ability replaces sympathetic link.
  Illuminating Manuscripts (Sp): Starting at 2nd
  level,
  a
  truescribe
  becomes
  more
  adept
  at
  the
  production of recitation scrolls. In addition to the
  recitation scrolls granted by the scribe recitation class
  feature, the truescribe can prepare a 1st­level recitation
  scroll from the Codex of Heart and Mind whenever she
  prepares recitation scrolls. The same production and
  scroll reading guidelines apply.
  A
  truescribe
  can
  only
  have
  one
  recitation
  scroll
  produced in this manner at any one time. Like recitation
  scrolls
  produced
  using
  the
  scribe
  recitation
  class
  feature, the truescribe has the option to destroy an old
  recitation scroll in order to allow herself to produce a
  new one now. Scrolls produced using illuminating
  manuscripts do not count against the truescribe for the
  purpose of the scribe recitation class feature. In other
  words, if the truescribe has a 1st­level recitation scroll
  from the Codex of Heart and Mind that she made using
  the illuminating manuscripts class feature, the fact that
  it is from the Codex of Heart and Mind does not hinder
  her ability to produce a scroll from the Codex of Heart
  and Mind using the scribe recitation class feature. The
  two scroll pools are totally separate.
  Recitation scrolls produced in this manner share the
  same ridiculous notation system as recitation scrolls
  producted using the scribe recitation class feature. As a
  result, only the truescribe who made them can use
  them.
  At 4th level and every two levels thereafter, the
  truescribe can prepare an additional 1st­level scroll in
  this fashion whenever she prepares recitation scrolls, to
  a maximum of 10 recitation scrolls at 20th level.
  Similarly, the number of recitation scrolls she can have
  produced in this manner at any one time increases by
  +1, to a maximum of 10 concurrent recitation scrolls at
  20th level.
  This ability replaces master of tongues.
  Written
  Erudite
  (Ex):
  Starting
  at
  5th
  level,
  a
  truescribe's mastery of the written word makes her
  resistant to abilities that rely upon it. She gets a +1
  bonus to saving throws made against spells and abilities
  with a writing motif, such as sepia snake sigil, symbol
  of pain (and all like symbol spells), and explosive runes.
  This bonus to saving throws increases to +2 at 11th level
  and +3 at 17th level.
  This ability replaces linguistic familiarity.
  Written Inflection (Sp): Starting at 7th level, the
  truescribe can apply a single inflection to each of her
  recitation scrolls made with the scribe recitation or
  illuminating manuscript class features. This increases
  the truenaming DC of the recitation to be recorded, but
  still does not trigger the Law of Finite Malleability. The
  terse inflection cannot be applied to a recitation scroll.
  14
  Bradley Crouch, Thilo Graf, Jason Linker
  Truenamer Archetypes
  
  Read That Before (Ex): At 9th level, the truescribe is
  entitled to a Reflex saving throw to negate damage from
  the explosive runes spell.
  Truespeech
  Shorthand
  (Ex):
  At
  12th
  level,
  a
  truescribe has invented a shorthand methodology that
  makes her recitation scrolls significantly easier to read.
  If the truescribe shares her system with a willing
  creature, a process that requires 8 hours of instruction,
  that creature gains the ability to use the truescribe's
  recitation scrolls.
  An instructed creature must make a DC 20 + recitation
  level Use Magic Device check in order to activate a
  recitation scroll. The inclusion of an inflection increases
  the DC of the Use Magic Device check by an amount
  equal to the Truenaming DC Modifier of the inflection.
  Instructed creatures with the ability to recite recitations
  of their own get +4 to this check. If this check is failed
  by any amount, the scroll is lost.
  This ability replaces overtone chanting.
  Tuneful Inflectionist (Archetype)
  Born with the vocal gifts that make a star of an opera
  singer, tuneful inflectionists learn early on in their
  careers that the hardships other truenamers experience
  when they perform inflections simply do not apply to
  them. They are effectively hardwired for stressing and
  tonality, and even the most difficult of inflections have
  a musical quality when uttered from their throats.
  "It's over when I sing." ­Brynhild, tuneful inflectionist
  Kickstarter Backer: Morgan Boehringer.
  Author: Bradley Crouch.
  Tuneful inflectionists have the following class features:
  Inflections
  A tuneful inflectionist gains a new inflection at 7th level,
  13th level, and 19th level. These are in addition to the
  normal inflections she receives at 3rd level, 6th level,
  and so on. In addition, the tuneful inflectionist may
  select from the following inflections in place of a
  standard inflection.
  Clear
  Truenaming DC Modifier: +12
  Malleability DC Modifier: ­1
  A recitation with this inflection is loud, clear, and easy
  for the universe to interpret, effectively slowing the rate
  at which the Law of Finite Malleability builds up
  resistance to particular requests. Given the focus on
  producing perfectly­tuned content, the Law of Familiar
  Phrases does not apply to recitations which have this
  inflection applied to them. This inflection may only be
  applied to recitations whose recitation level is three or
  more lower than the highest recitation level the tuneful
  inflectionist can recite. A tuneful inflectionist must be at
  least 13th level to select this inflection.
  Delayed
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +0
  A recitation with this inflection does not take effect the
  moment
  the
  recitation
  is
  recited.
  Instead,
  the
  recitation's effects begin, with complete remaining
  duration, at the beginning of the tuneful inflectionist's
  next turn.
  Melodious
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +2
  A recitation with this inflection may be dismissed at will
  by the reciter. Recitations that elicit an effect when their
  duration expires do not elicit an effect when dismissed.
  A tuneful inflectionist must be at least 7th level to select
  this inflection.
  This ability replaces linguistic familiarity, master of
  tongues, and sympathetic link.
  15
  Ultimate Truenaming
  Interjection Games
  Tuneful Inflectionist (Archetype)
  
  Verminspeaker (Archetype)
  Observing that their colleagues enjoy enhanced success
  when they understand how the mind of their target
  functions, some truenamers take this to the next level
  and seek to understand those who operate on pure
  instinct. As such creatures have no codified language of
  their own, verminspeakers tend to have less linguistic
  expertise than standard truenamers.
  Author: Bradley Crouch.
  Verminspeakers have the following class features:
  Skills
  A verminspeaker loses Linguistics (Int) and Knowledge
  (planes) (Int) as class skills; instead, he gains Handle
  Animal (Cha), Knowledge (nature) (Int), and Survival
  (Wis) as class skills.
  Influence Instinct (Ex): At 1st level, a verminspeaker
  has begun to learn the various impulses that dictate the
  behavior of creatures of pure instinct. When reciting a
  recitation that targets a creature, the verminspeaker
  gets +2 to his truenaming check if that creature is
  mindless. When targeting multiple creatures with a
  single recitation, all creatures affected must be mindless
  in order to gain this bonus.
  This ability replaces sympathetic link.
  Bonded
  Vermin
  (Su):
  At
  2nd
  level,
  the
  verminspeaker has gained the service of a particularly
  strong vermin. The creature must be a mindless vermin
  that is available to druids as an animal companion. This
  creature functions as a druid's animal companion, using
  the verminspeaker's level as her effective druid level,
  with the exception that the verminspeaker's animal
  companion does not get the share spells ability.
  Vermin companions have no Intelligence score and
  possess
  the
  mindless
  trait.
  In
  spite
  of
  this,
  the
  verminspeaker's vermin companion may learn one trick,
  plus additional bonus tricks as noted on Table: Animal
  Companion Base Statistics. When a vermin animal
  companion gains an ability score increase (at 4 Hit Dice,
  8 Hit Dice, and so on), the verminkeeper can apply this
  increase to the companion's Intelligence, changing it
  from — to 1, at which point the companion loses the
  mindless quality and is able to know up to 3 tricks per
  point
  of
  Intelligence,
  plus
  the
  aforementioned
  additional bonus tricks. Vermin companions have no
  skill points or feats as long as they have the mindless
  quality.
  This ability replaces master of tongues and linguistic
  familiarity.
  Inflections: At 6th level, the verminkeeper gains the
  following inflection.
  Instinctive
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +2
  If a recitation with this inflection is mind­affecting, then
  it affects mindless creatures even though they are
  normally immune to mind­affecting abilities. Creatures
  that are not mindless are immune to any mind­affecting
  recitation with this inflection.
  This ability replaces the inflection gained at 6th level.
  16
  Bradley Crouch, Thilo Graf, Jason Linker
  Truenamer Archetypes
  Istel, elf
  verminspeaker
  Mr. Pinchy
  
  Class Level
  The character's effective druid level. The verminkeeper's
  class levels stack with levels of any other classes that are
  entitled to an animal companion for the purpose of
  determining the companion's statistics.
  HD
  This is the total number of eight­sided (d8) Hit Dice the
  animal companion possesses, each of which gains a
  Constitution modifier, as normal.
  BAB
  This is the animal companion's base attack bonus. An
  animal companion's base attack bonus is the same as
  that of a druid of a level equal to the animal's HD.
  Animal companions do not gain additional attacks using
  their natural weapons for a high base attack bonus.
  Fort/Ref/Will
  These are the animal companion's base saving throw
  bonuses. An animal companion has good Fortitude and
  Reflex saves.
  17
  Ultimate Truenaming
  Interjection Games
  Table: Verminspeaker
  Animal Companion
  
  Skills
  This
  lists
  the
  animal's
  total
  skill
  ranks.
  Animal
  companions can assign skill ranks to any skill listed
  under Animal Skills. If an animal companion increases
  its Intelligence to 10 or higher, it gains bonus skill ranks
  as normal. Animal companions with an Intelligence of 3
  or higher can purchase ranks in any skill. An animal
  companion cannot have more ranks in a skill than it has
  Hit Dice.
  Animal companions can have ranks in any of the
  following skills:
  Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex),
  Fly*
  (Dex),
  Intimidate
  (Cha),
  Perception*
  (Wis),
  Stealth* (Dex), Survival (Wis), and Swim* (Str).
  All of the skills marked with an (*) are class skills for
  animal
  companions.
  Animal
  companions
  with
  an
  Intelligence of 3 or higher can put ranks into any skill.
  Feats
  This is the total number of feats possessed by an animal
  companion. Animal companions should select their
  feats from those listed under Animal Feats. Animal
  companions can select other feats, although they are
  unable to utilize some feats (such as Martial Weapon
  Proficiency).
  Note
  that
  animal
  companions
  cannot
  select a feat with a requirement of base attack bonus +1
  until they gain their second feat at 3 Hit Dice.
  Animal companions can select from the following feats:
  Acrobatic, Agile Maneuvers, Armor Proficiency (light,
  medium, and heavy), Athletic, Blind­Fight, Combat
  Reflexes, Diehard, Dodge, Endurance, Great Fortitude,
  Improved Bull Rush, Improved Initiative, Improved
  Natural Armor, Improved Natural Attack, Improved
  Overrun, Intimidating Prowess, Iron Will, Lightning
  Reflexes, Mobility, Power Attack, Run, Skill Focus,
  Spring Attack, Stealthy, Toughness, Weapon Finesse,
  and Weapon Focus.
  Animal companions with an Intelligence of 3 or higher
  can select any feat they are physically capable of using.
  GMs might expand this list to include feats from other
  sources.
  Special: This includes a number of abilities gained by
  all animal compansions as they increase in power. Each
  of these bonuses is described below.
  Link (Ex)
  A verminkeeper can handle his animal companion as a
  free action, or push it as a move action, even if she
  doesn’t have any ranks in the Handle Animal skill. The
  druid gains a +4 circumstance bonus on all wild
  empathy checks and Handle Animal checks made
  regarding an animal companion.
  Evasion (Ex)
  If an animal companion is subjected to an attack that
  normally allows a Reflex saving throw for half damage,
  it takes no damage if it makes a successful saving throw.
  Devotion
  An animal companion gains a +4 morale bonus on Will
  saves against enchantment spells and effects.
  Ability Score Increase (Ex)
  The animal companion adds +1 to any one of its ability
  scores.
  Multiattack
  An animal companion gains Multiattack as a bonus feat
  if it has three or more natural attacks and does not
  already have that feat. If it does not have the requisite
  three or more natural attacks, the animal companion
  instead gains a second attack with its primary natural
  weapon, albeit at a –5 penalty.
  Improved Evasion (Ex)
  When subjected to an attack that normally allows a
  Reflex
  saving
  throw
  for
  half
  damage,
  an
  animal
  companion takes no damage if it makes a successful
  saving throw and only half damage if the saving throw
  fails.
  18
  Bradley Crouch, Thilo Graf, Jason Linker
  Truenamer Archetypes
  
  Scion of Discordia
  Language shapes reality. The gender applied to the
  moon or whether a people calls its homeland the
  motherland
  or
  the
  fatherland
  says
  something
  important about them. By the same token, the harsh
  accents used in the First Language to describe the
  platypus says something important about how the
  universe views it. This structuring element of language
  determines the very thoughts of those who speak that
  language, for languages without the words for a
  concept make it difficult to think about that concept.
  Though the revelation is one that would upset many
  truenamers, the First Language is incomplete. There
  are ideas and concepts that the universe itself dislikes
  and has made anathema by not including them in its
  syntax, or by making it fiendishly difficult to say if it
  must exist. In the halls of the truenamers, one can find
  those who have taken to digging about in the First
  Language. They prod at the universe to see how it
  reacts, twisting and breaking the most primal of
  tongues, then measure and control the universe’s
  enraged backlash, simply because they can. These
  individuals are known as the scions of discordia.
  Author: Thilo "Endzeitgeist" Graf.
  Role: Like a truenamer, a scion of dicordia leverages
  her substantial editorial control over the universe
  through her talents in Truespeech and can typically be
  found away from brutish foes. A scion's focus on tearing
  apart established norms makes her less flexible than her
  peers, but the ability to actively direct the thrashings of
  an enraged universe is too powerful to discount.
  Alignment: Any. Though scions of discordia poke at
  the universe to see what enrages it, the motivation for
  doing so varies from scientific curiosity to sadism and
  from the love of a practical joke to the love of control.
  Hit Die: d6
  Starting Wealth:
  2d6 × 10 gp (average 70 gp.) In
  addition, each character begins play with an outfit
  worth 10 gp or less.
  Class Skills
  The scion of discordia’s class skills are Bluff (Cha), Craft
  (any)
  (Int),
  Knowledge
  (arcana)
  (Int),
  Knowledge
  (history) (Int), Knowledge (planes) (Int), Linguistics
  (Int), Perform (any non instrument­based), Profession
  (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic
  Device (Cha).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the scion of
  discordia base class.
  Weapon
  Proficiency:
  Scions
  of
  Discordia
  are
  proficient with simple weapons.
  Armor and Shield Proficiency: Scions of discordia
  are not proficient with any form of armor or shield. The
  Truenaming DC of any recitation recited by a scion of
  discordia is increased by the armor check penalty of any
  armor and shield the scion is wearing. For example, a
  scion wearing an armor with an armor check penalty of
  ­4 and a shield with an armor check penalty of ­1 would
  increase all truenaming DCs by +5. If an armor or shield
  has no armor check penalty, it increases the truenaming
  DC by +1 instead. Armor or shields that are weightless
  or animated to take care of themselves do not penalize
  the scion's ability to recite in any way.
  Truemagic
  A
  scion
  of
  discordia's
  source
  of
  power
  is
  her
  encyclopedic, or rather dictionary­like, knowledge of the
  First Language, also known as Truespeech. Containing
  all things and concepts that will ever be, perfect
  knowledge of Truespeech would effectively mean perfect
  control over the universe itself. Though this is quite
  impossible for the limited mind of a mortal, there are
  those who devote their lives to learning even the tiniest
  fragment of what it has to offer and are capable of
  temporarily shifting the universe by reciting dozens of
  words and phrases on a daily basis.
  A
  scion
  of
  discordia
  exercises
  her
  power
  over
  Truespeech through the use of recitations. Recitations
  resemble spells and represent knowledge of hundreds of
  variants of a core concept within the language. Through
  precise knowledge of her surroundings, the scion knows
  to recite the precise variant required to elicit an effect in
  a particular situation. It is this complication that makes
  learning the First Language a lifelong pursuit.
  Recitations are broken into four codices based on the
  sort of noun they represent.
  Codex of Heart and Mind: The Codex of Heart and
  Mind concerns itself with living creatures. Though life is
  a very complex phenomenon in the universe, it also
  tends to have fairly static names in the First Language.
  The resulting ease of recitation makes the Codex of
  Heart and Mind a primary source of a scion of
  discordia's power. Its recitations have two effects ­ one
  regular and one reverse.
  A scion of discordia begins play with three 1st­level
  recitations from the Codex of Heart and Mind. At each
  new scion of discordia level that is not divisible by 3, a
  scion gains one recitation from the Codex of Heart and
  Mind for which she meets all of the prerequisites.
  There are some who jest that, to be a scion of discordia,
  one requires an unsound, if regimented, mind. There
  may be a grain of truth to this. Whenever a scion of
  discordia successfully recites a recitation from the
  Codex of Heart and Mind, she rolls 1d8. On a natural 1,
  the opposite variant of the recitation takes effect. In
  other words, if she was trying to recite the normal
  variant, she actually got the reverse variant, and vice
  versa. When this occurs, the scion may immediately
  change the target of her recitation as a free action.
  19
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  Codex of Artifice: The Codex of Artifice concerns itself
  with material things. Though the individual words used
  to describe material things are simple, small nicks and
  scratches, which are permanent and of excessive import
  from the point of view of that which cannot heal itself,
  can totally change the word that must be used. The
  Codex of Artifice makes up less of a scion of discordia's
  power than the Codex of Heart and Mind, but still
  represents a large portion of a scion's vocabulary. Its
  recitations have two effects ­ one regular and one
  reverse.
  A scion of discordia gains access to the Codex of Artifice
  at 4th level. At 4th level, 6th level, and every three levels
  beyond 6th, she gains one recitation from the Codex of
  Artifice for which she meets all of the prerequisites.
  There are some who jest that, to be a scion of discordia,
  one requires an scratched and chipped mind, that, while
  still a beautiful vessel, doesn't hold water as well as it
  once did. There may be a grain of truth to this.
  Whenever a scion of discordia successfully recites a
  recitation from the Codex of Artifice, she rolls 1d8. On a
  natural 1, the opposite variant of the recitation takes
  effect. In other words, if she was trying to recite the
  normal variant, she actually got the reverse variant, and
  vice versa. When this occurs, the scion may immediately
  change the target of her recitation as a free action.
  Codex of Far­Flung Spheres: The Codex of Far­Flung
  Spheres concerns itself with places. As places are
  combinations of things with a set location with respect
  to other things, this codex requires a great deal of prior
  knowledge in order to begin studying it to any useful
  extent. As such, scions of discordia learn relatively few
  recitations from it and begin learning late in their
  careers.
  A scion of discordia gains access to the Codex of Far­
  Flung Spheres at 8th level. At 8th level, 11th level, and
  every four levels beyond 11th, she gains one recitation
  from the Codex of Far­Flung Spheres for which she
  meets all of the prerequisites.
  Codex of the Realized Vision: The Codex of the Realized
  Vision concerns itself with ideas. As ideas have the least
  form of all nouns, they are also the hardest to pin down
  with a concrete description in the First Language. Even
  the most accomplished scions of discordia learn very
  few recitations from this codex.
  A scion of discordia gains access to the Codex of the
  Realized Vision at 10th level. At 10th level and every
  four levels beyond 10th, she gains one recitation from
  the Codex of the Realized Vision for which she meets all
  of the prerequisites.
  20
  Bradley Crouch, Thilo Graf, Jason Linker
  The Scion of Discordia
  Table: Scion Recitations
  Known by Level
  Table: Truenaming DCs by
  Recitation Level
  
  Recitations (Sp): A scion of discordia can recite a
  recitation as a standard action that provokes attacks of
  opportunity. In order for her recitation to be successful,
  she must succeed on a DC 7 + 3 x the recitation's
  recitation
  level
  truenaming
  check.
  (See
  Table:
  Truenaming DCs by Recitation Level) To make a
  truenaming check, roll 1d20 + the scion of discordia's
  class
  level
  +
  the
  scion
  of
  discordia's
  Intelligence
  modifier. On a failed truenaming check, the recitation is
  not recited, the scion of discordia's action is wasted, and
  she incurs the penalties described by the Law of
  Croaking Failure.
  A scion of discordia can choose to recite "on the
  defensive". When reciting on the defensive, the scion of
  discordia does not provoke an attack of opportunity, but
  the truenaming DC is increased by +5 to reflect the
  enhanced difficulty of the task. (See Table: Truenaming
  DCs by Recitation Level) On a failed truenaming check,
  the recitation is not recited, the scion of discordia's
  action is wasted, she incurs the penalties described in
  the Law of Croaking Failure, and she provokes an attack
  of opportunity.
  All recitations have verbal components. To learn or
  recite a recitation, a scion of discordia must have an
  Intelligence score equal to at least 10 + the recitation
  level. The Difficulty Class (DC) for a saving throw
  against a scion of discordia's recitation is 10 + the
  recitation level + the scion of discordia's Intelligence
  modifier.
  All recitations have a recitation level, which represents
  just how accomplished a scion of discordia must be to
  have the vocabulary to use it in the first place. A scion of
  discordia begins play able to recite 1st level recitations.
  At 4th level, a scion of discordia can recite 2nd level
  recitations.
  At
  7th
  level
  she
  can
  recite
  3rd
  level
  recitations. For every three scion of discordia levels
  beyond 7th, the highest recitation level she can recite
  increases by +1, to a maximum of 6th level recitations at
  16th level.
  As pedestrian magic is a subset of truemagic, the proper
  application of pedestrian magic can counter a recitation.
  Each recitation has a "similar school" listing. Any spell
  of that school whose spell level is greater than or equal
  to the recitation level of the attempted recitation can be
  used
  to
  counterspell
  that
  recitation.
  This
  can
  be
  particularly devastating for the scion of discordia, as
  counterspelling triggers The Law of Flowing Rhetoric.
  Treat the scion's class level as her caster level for the
  purpose of dispel magic and other such effects.
  Similarly, spells, feats, and abilities that interact with
  the school of magic listed in a recitation's similar school
  listing affect that recitation as though it were a spell. For
  example, a scion of discordia can take the Spell Focus
  (evocation) feat and have it apply to all of her recitations
  that have evocation listed as the similar school.
  If a spell or ability affecting the scion of discordia
  increases concentration DCs, then her truenaming DCs
  increase by half that amount. Further, spells and
  abilities that trigger when a spell is cast, such as the
  Spellbreaker feat, trigger when a recitation is recited.
  When dealt damage before a recitation is completed, the
  truenaming DC increases by the amount of damage
  taken. A scion of discordia's recitations have a 20%
  failure
  chance
  when
  she
  is
  deafened,
  but
  other
  situations that require concentration checks of standard
  spellcasters do not affect a scion of discordia.
  Unlike truenamers, scions of discordia never retrain
  recitations. There's simply too much work invested in
  learning the proper insults for each one.
  Recitations follow four universal laws.
  The Law of Croaking Failure
  The Law of Croaking Failure is the backlash of the
  universe upon those who draw its attention, then fail to
  clearly state what it is they want. Whenever the reciter
  fails a truenaming check, she takes a penalty to
  truenaming checks equal to the level of the recitation
  failed for 5 rounds. This penalty does not stack. While
  afflicted in this manner, the reciter cannot speak above
  a whisper.
  The Law of Familiar Phrases
  The Law of Familiar Phrases is one of the primary
  reasons why attempting to learn small fragments of
  such a complex language is viable at all. Whenever the
  reciter recites a recitation whose recitation level is at
  least one lower than the highest recitation level she can
  recite, the reciter can take 10 on her truenaming check.
  The Law of Flowing Rhetoric
  The Law of Flowing Rhetoric forbids a scion of discordia
  from having two instances of a particular recitation in
  effect at one time. In other words, if the scion of
  discordia recites alter blade, which has a duration of 5
  rounds, she cannot recite alter blade again until those 5
  rounds have passed. If a recitation is negated by a
  saving
  throw,
  counterspelled,
  or
  dispelled
  by
  any
  means, the scion of discordia still cannot attempt to
  recite the recitation again until a period of time equal to
  the recitation's duration has elapsed between attempts.
  If a recitation is not successfully recited, the Law of
  Flowing Rhetoric is not triggered.
  The Law of Finite Malleability
  The Law of Finite Malleability is a measure of the
  patience of the universe. As a scion of discordia runs
  around demanding the same thing of the universe over
  and over, it tends to get a bit fed up with her. Each time
  the scion of discordia successfully recites a recitation,
  the truenaming DC of that recitation increases by +2.
  The scion of discordia may spend an hour apologizing to
  the universe each morning, much like how typical
  spellcasters study their spellbooks, in order to reset the
  Law of Finite Malleability to its starting state, +0.
  21
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  Discordant Zone (Sp): At 1st level, a scion of
  discordia can choose to insert a choice insult directed at
  the universe into any recitation she recites. She must
  decide to do so before rolling the truenaming check for
  that recitation. If she succeeds on her truenaming
  check, the universe, which had been listening for
  instructions regarding how the local area should be
  changed, reacts violently.
  Rather than produce the recitation's normal effects, the
  enraged universe produces a Discordant Zone centered
  upon
  the
  scion
  of
  discordia.
  The
  radius
  of
  this
  Discordant Zone is equal to 10 feet + 5 feet per
  recitation level of the recitation used to insult the
  universe. This Zone persists for recitation level +
  Charisma modifier rounds, and the scion of discordia is
  considered under the effects of the Law of Croaking
  Failure as though she had failed to recite the recitation
  used to create the Discordant Zone for as long as that
  Zone
  persists.
  Additionally,
  the
  Law
  of
  Finite
  Malleability treats the creation of a Discordant Zone as
  though it were a successful use of that recitation and the
  Law of Flowing Rhetoric disallows the reciting of the
  recitation used to spawn a Discordant Zone for as long
  as the Zone persists. If the recitation level of the
  recitation used to produce the Discordant Zone is not
  the highest recitation level the scion can recite, an
  additional +2 Malleability DC Modifier is applied to the
  recitation, for a total of +4. A scion of discordia can only
  have one Discordant Zone at any one time.
  A scion of discordia may dismiss her Discordant Zone as
  a standard action. The universe does not forgive easily
  and prematurely dismissing the Discordant Zone adds a
  further +2 Malleability DC Modifier to the recitation
  used to establish it. A dispelled Discordant Zone
  imposes no such penalty.
  A Discordant Zone is invisible to the naked eye, but
  projects a palpable sense of malice and wrongness that
  tingles up the spine of anyone within its area of effect.
  Discordant Zones have a magical aura that can be
  detected with spells such as detect magic, but they do
  not register as belonging to any school of magic. Despite
  this lack of a school, dispel magic and other such
  abilities can remove a Discordant Zone. Treat the scion
  of discordia's class level as her caster level for the
  purpose of such effects. Prestige classes that contribute
  to the scion of discordia's class level for the purpose of
  determining the highest recitation level she can recite
  also contribute to her class level for the purpose of
  determining how difficult her Discordant Zones are to
  dispel. A Discordant Zone cannot be counterspelled.
  When the scion of discordia establishes a Discordant
  Zone, she receives discordance points, representing her
  ability to direct the power of the universe's backlash
  rather than letting it rip her apart, equal to twice the
  recitation level of the recitation used to generate the
  Discordant Zone. She must expend all of these points
  immediately to modify the Discordant Zone. Each
  modification has a discordance point cost.
  The Discordant Zone can be modified in the following
  ways:
  Arcane Backlash
  Discordance Point Cost: 1
  Arcane spells with a verbal component cast within the
  area of the Discordant Zone require a DC 10 + the
  recitation level of the recitation used to generate the
  Discordant Zone concentration check to cast. On a failed
  concentration check, the spell is lost.
  Communication Breakdown
  Discordance Point Cost: 1
  Creatures within the area of the Discordant Zone take a
  penalty to Bluff, Diplomacy, Intimidate, Spellcraft, and
  Use Magic Device skill checks equal to the recitation
  level of the recitation used to generate the Discordant
  Zone. Linguistic checks made regarding the spoken
  word, not the written word, as well as Perception checks
  made to listen, are also penalized in this fashion.
  22
  Bradley Crouch, Thilo Graf, Jason Linker
  The Scion of Discordia
  
  Condition Dispersal
  Discordance Point Cost: X; see text
  When establishing her Discordant Zone, the scion of
  discordia may expend discordance points to attempt to
  transfer a temporary condition from one creature within
  the area of the Zone to another creature within the area
  of the Zone. The new recipient gains the chosen
  temporary condition with a DC 10 + 1/2 the scion's class
  level + the scion's Charisma modifier Will save to negate
  the transfer. This ability cannot be used multiple times
  per
  Discordant
  Zone
  and
  conditions
  that
  do
  not
  themselves call for saving throws cannot be transferred
  in this fashion.
  At 1st level, a scion of discordia can move the following
  conditions to a new subject. She must expend 1
  discordance point to do so.
  Dazzled, Fatigued, or Shaken.
  At 7th level, a scion of discordia can move the following
  conditions to a new subject. She must expend 2
  discordance points to do so.
  Blinded, Deafened, Frightened, or Sickened.
  At 13th level, a scion of discordia can move the following
  conditions to a new subject. She must expend 3
  discordance points to do so.
  Cowering, Exhausted, Nauseated, or Panicked.
  At 17th level, a scion of discordia can move the following
  condition
  to
  a
  new
  subject.
  She
  must
  expend
  4
  discordance points to do so.
  Feebleminded.
  23
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  Interjection Games
  Table: The Scion of
  Discordia
  If
  your
  home
  campaign
  includes
  psionics,
  ethermagic,
  or
  some
  another
  form
  of
  non­
  standard magic, feel free to add a system­specific
  Backlash ability to the Discordant Pool abilities
  granted at 1st level, as well as associated talents.
  Sidebar: Exotic Magic and
  Scion Backlashes
  
  Counterspell Pool
  Discordance Point Cost: X; see text
  When establishing her Discordant Zone, the scion of
  discordia may expend any number of discordance
  points. For each discordance point spent in this manner,
  the scion gains a counterspell point. Counterspell points
  last for the duration of the Discordant Zone and are lost
  when the Zone ceases to be. As an immediate action, the
  scion may counter any spell with a verbal component
  whose caster, target, or area of effect is at least partially
  within the area of the Discordant Zone by expending a
  number of counterspell points that meets or exceeds the
  spell level of that spell. If a caster is within the area of
  her Discordant Zone, the scion innately knows how
  many counterspell points it would require to counter
  any spell the caster attempts to cast; otherwise, she
  must either guess or identity the spell through some
  other means. If she expends less counterspell points
  than the spell level of the spell she wanted to counter,
  the spell is unhindered and her counterspell points are
  lost.
  Starting at 4th level, the scion of discordia's gains 1
  counterspell point at the beginning of her turn, to a
  maximum
  of
  the
  number
  of
  discordance
  points
  originally invested in this ability. At 10th and 16th level,
  she gains an additional counterspell point at the
  beginning of her turn, to a maximum of 3 counterspell
  points at 16th level.
  Divine Backlash
  Discordance Point Cost: 1
  Arcane spells with a verbal component cast within the
  area of the Discordant Zone require a DC 10 + the
  recitation level of the recitation used to generate the
  Discordant Zone concentration check to cast. On a failed
  concentration check, the spell is lost.
  Truenaming Backlash
  Discordance Point Cost: 1
  The
  DC
  of
  truenaming
  checks
  made
  within
  the
  Discordant Zone is increased by an amount equal to half
  the penalty currently imposed upon the scion by the
  Law of Croaking Failure, rounded up.
  Talents of Discordia: As a scion of discordia gains
  experience, she learns new ways to channel the power of
  the universe's backlash. Starting at 2nd level, a scion of
  discordia gains one talent of discordia. She gains gains
  an additional talent of discordia for every two levels of
  scion of discordia attained after 2nd level. A scion
  cannot select an individual talent more than once.
  Talents with the zone descriptor or talents with an
  associated cost that modify another talent are optional ­
  the scion must choose to add it to the Discordant Zone.
  All other talents are passive and always apply, if
  applicable. A talent with a plus (+) in the discordant
  point cost modifies the cost of another talent with the
  zone descriptor. Talents that modify other Discordant
  Zone abilities state so in the Modifies: line item. A full
  listing of talents of discordia begins on page 27.
  Inflections: Starting at 3rd level, a scion of discordia
  gains the ability to stress the syllables of a recitation in a
  specific manner, a process known as inflecting. Doing so
  increases the recital time of the recitation to a full­
  round action that provokes attacks of opportunity, but
  adds an effect to that recitation depending on the
  inflection used. A scion may only apply a single
  inflection
  to
  any
  individual
  recitation.
  Select
  an
  inflection from the list below. At 8th level and every five
  levels thereafter, the scion of discordia selects an
  additional inflection from this list.
  Not all inflections are created equal. Some inflections
  are simply harder for a scion of discordia to perform
  than others, if only because of the particular way the
  vocal cords must be used. Each inflection has a line
  labeled "Truenaming DC Modifier". The value listed on
  this line is how much the truenaming DC of a recitation
  is increased if that inflection is applied to the recitation.
  Most inflections are frowned upon by the universe itself,
  if
  only
  because
  the
  universe
  gets
  annoyed
  when
  somebody demands something specific of it. Each
  inflection has a line labeled "Malleability DC Modifier".
  This value is applied to the Law of Finite Malleability.
  For example, as the DC of a recitation normally
  increases by +2 every time it is successfully recited, an
  inflection with a Malleability DC Modifier of +2 would
  make the DC of the recitation increase by a total of +4.
  ­Kinetic
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +2
  When selecting this inflection, choose one of the family
  of inflections listed below. A recitation with the chosen
  inflection that normally deals acid, cold, electric, fire, or
  sonic damage deals damage of the chosen inflection's
  type instead. This inflection can be taken multiple
  times. Each time, choose a different member of the
  family of inflections.
  The energy type and name of each member of this
  family of inflections is listed below.
  Acid = Oxykinetic
  Cold = Cryokinetic
  Electric = Electrokinetic
  Fire = Pyrokinetic
  Sonic = Sonukinetic
  Amplified
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +2
  A recitation with this inflection is treated as though all
  variable, numeric effects are increased by half, including
  bonuses to those dice rolls.
  Booming
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +0
  A recitation with this inflection has its range increased
  by +30 feet.
  24
  Bradley Crouch, Thilo Graf, Jason Linker
  The Scion of Discordia
  
  Caterwauling
  Truenaming DC Modifier: +3
  Malleability DC Modifier: +3
  A recitation with this inflection is treated as though all
  variable, numeric effects are maximized. Saving throws
  and opposed rolls are not affected, nor are recitations
  without random variables. A scion of discordia must be
  at least 13th level to select this inflection.
  Cheery
  Truenaming DC Modifier: +0
  Malleability DC Modifier: +1
  A recitation with this inflection dazzles those it targets
  for 1d4 rounds with no saving throw allowed. The
  recitation must normally affect a single creature or
  object, not an area, in order for this inflection to have
  any effect, and even then most objects can't be dazzled.
  Complementary
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +1
  A recitation with this inflection increases the remaining
  duration of the reciter's other ongoing recitations that
  themselves have this inflection by +1 round.
  Disruptive
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +1
  A recitation with this inflection reduces the remaining
  duration of the reciter's other ongoing recitations that
  also have this inflection by ­1 round.
  Echoing
  Truenaming DC Modifier: +6
  Malleability DC Modifier: +2
  A recitation with this inflection takes a ­2 penalty to the
  Difficulty Class of any saving throw it calls for, but
  affected creatures must roll twice and take the lowest
  result. A scion of discordia must be at least 13th level to
  select this inflection.
  Menacing
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +0
  Only recitations whose effects are totally negated on a
  successful saving throw can use this inflection. A
  recitation with this inflection deals 1d6 points of
  damage per recitation level to the subject if the subject
  succeeds on its saving throw. This is a force effect.
  Muffled
  Truenaming DC Modifier: +2
  Malleability DC Modifier +2
  A recitation with this inflection can only be countered
  by a spell whose spell level is two or more greater than
  the recitation's recitation level. A scion of discordia
  must be at least 18th level to select this inflection.
  Omnipresent
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +3
  A recitation with this inflection affects any three valid
  targets within range. If combined with the stereo
  inflection using overtone chanting, they affect a total of
  four valid targets within range. A scion of discordia
  must be at least 13th level to select this inflection.
  Penetrating
  Truenaming DC Modifier: +0
  Malleability DC Modifier: +0
  A recitation with this inflection gets a +2 bonus to caster
  level checks made to penetrate spell resistance and
  other effects that negate magic on a failed caster level
  check, such as a clay golem's cursed wound ability;
  however, the Difficulty Class of any saving throw called
  for by a recitation with this inflection takes a ­2 penalty.
  Resonant
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +2
  A recitation with this inflection affects all valid targets
  within 10 feet of a primary target. The recitation must
  normally affect a single creature or object, not an area,
  in order for this inflection to have any effect. A scion of
  discordia must be at least 8th level to select this
  inflection.
  Stereo
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +2
  A recitation with this inflection affects any two valid
  targets within range. If combined with the omnipresent
  inflection using overtone chanting, they affect a total of
  four valid targets within range.
  Terse
  Truenaming DC Modifier: +6
  Malleability DC Modifier: +4
  A recitation with this inflection is not recited as a full­
  round action. Instead, it is recited as a swift action. This
  inflection cannot be used with the overtone chanting
  class feature. A scion of discordia must be at least 13th
  level to select this inflection.
  Trailing
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +2
  The duration of a recitation with this inflection is
  doubled.
  25
  Ultimate Truenaming
  Interjection Games
  
  Truncated
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +0
  Only recitations that have no effect until their duration
  ends can use this inflection. A recitation with this
  inflection has a duration of instantaneous; however,
  once recited in this fashion, a corollary of the Law of
  Flowing Rhetoric makes it so that recitation cannot be
  recited again for 1 minute. A truenamer must be at least
  6th level to select this inflection.
  Vengeful
  Truenaming DC Modifier: +4
  Malleability DC Modifier: +0
  If the target of a recitation with this inflection makes its
  saving throw against the recitation, then the target takes
  a ­2 penalty to its next saving throw against a recitation.
  This effect lasts for 5 rounds or until used.
  Whispering
  Truenaming DC Modifier: +2
  Malleability DC Modifier: +0
  A recitation with this inflection has its range reduced by
  ­30 feet, but the Difficulty Class of any saving throw
  called for by the recitation is increased by +2.
  Mobile Discordia (Su): At 6th level, the scion of
  discordia’s Discordant Zone becomes mobile. Once per
  round as a move action, she may direct it to move up to
  30 feet in any given direction, provided she has line of
  effect to the target area. The Discordant Zone can move
  with perfect maneuverability in three dimensions and
  ignores all magical and non­magical obstructions, save
  those with the force descriptor, such as a wall of force.
  When not directed by the scion, the Discordant Zone
  simply stays in place. The movement rate of the
  Discordant Zone increases by +10 feet at 9th level and
  every 3 levels thereafter, to a maximum of 60 feet at
  15th level.
  At 19th level, the scion of discordia may actively direct
  her Discordant Zone as a swift action; however, this
  hasty direction only allows her to move the Zone 20 ft.
  in any given direction rather than its normal speed. If
  she directs her Discordant Zone as a swift action, she
  may not direct it as a move action that round.
  Variable Recitation (Sp): At 5th level, a scion of
  discordia
  gains
  a
  1st­level
  variable
  recitation
  slot.
  Whenever she apologizes to the universe to reset the
  Law of Finite Malleability each day, she chooses a
  recitation she does not know in a codex to which she has
  access whose recitation level matches the level of one of
  her variable recitation slots. She now knows the chosen
  recitation. The next time she apologizes to the universe
  to reset the Law of Finite Malleability, she loses all
  knowledge of the chosen recitation.
  At 11th level, a scion of discordia gains a 2nd­level
  variable recitation slot, and, at 17th level, she gains a
  3rd­level variable recitation slot.
  Avatar of Discordia (Su): At 20th level, a scion of
  discordia becomes one with the forces of dissension and
  distortion ­ all the insults thrown to the multiverse, all
  the curveballs and near­death encounters finally pay off
  in one final power of true refutation, one ultimate
  metaphysical expletive. Choose one ability from the list
  below.
  Death
  of
  Magic:
  Treat
  the
  scion
  of
  discordia’s
  Discordant Zone as an antimagic field with an effective
  caster level of 20th that affects all creatures save the
  scion herself.
  Rewind: The scion of discordia may reject reality and
  substitute her own. Once per day, as a move action, the
  scion
  of
  discordia
  may
  shatter
  reality
  itself
  and
  reassemble it largely as it was a few moments in the
  past. She “replays” the previous round of activity. The
  scion’s denial regresses time to the beginning of the
  round just before the round in which she used this
  ability. Small transcription errors should be expected
  when reality is shattered and reassembled, particularly
  when the universe would love it if it could just erase
  you, and the Game Master does not have to remember
  exactly what happened on the previous round (but
  should play it fairly close). Discrepancies of position, the
  actions of other PCs and NPCs, die rolls, and exact hit
  point total may vary slightly from the last time this all
  went down. When the scion rewinds time in this
  manner, she retains knowledge of the next round of
  activity
  and
  can
  attempt
  to
  communicate
  that
  knowledge to anyone around her or otherwise act on
  knowledge of the immediate future. Based on her
  actions, the round could play out completely differently.
  Teleporting Zone: The scion of discordia's Discordant
  Zone no longer floats to its destination when directed to
  move by the mobile discordia class feature. It teleports.
  While teleporting, the Discordant Zone ignores all spells
  and effects that normally prohibit teleportation and can
  be placed in the midst of all magical and non­magical
  obstructions, save those with the force descriptor, such
  as a wall of force. The Zone may, however, be teleported
  behind such obstructions.
  In
  addition,
  the
  Zone's
  directed
  movement
  rate
  increases by +20 feet, to a base rate of 80 feet when
  directed as a move action and 40 feet as a swift action.
  True Ka­Tet: Whenever a scion of discordia with this
  ability enhances her Discordant Zone with a talent of
  discordia with ”selective” in its name, decrease the
  discordance point cost of the talent the “selective” talent
  modifies by ­1, to a minimum of 0.
  Wild Card: Once per day, the scion of discordia can
  learn two bonus talents of discordia as a full­round
  action that provokes attacks of opportunity. She retains
  knowledge of the chosen two talents until the next time
  she uses this ability, at which point she promptly forgets
  them before choosing two new bonus talents to replace
  them. In effect, the scion of discordia loses the bonus
  talents this ability granted her in exchange for the new
  ones. She still has to meet all prerequisites for the
  talents of discordia chosen.
  26
  Bradley Crouch, Thilo Graf, Jason Linker
  The Scion of Discordia
  
  Talents of Discordia
  Additional Discordance
  Whenever
  the
  scion
  of
  discordia
  establishes
  a
  Discordant Zone using a recitation of the highest level
  she can recite, she receives an additional discordance
  point. A scion of discordia must be at least 4th level to
  select this talent.
  Advanced Discordance
  Whenever
  the
  scion
  of
  discordia
  establishes
  a
  Discordant Zone, she recieves an additional discordance
  point. This does not stack with additional discordance.
  A scion of discordia be at least 10th level and know the
  additional discordance talent to select this talent.
  Anti­magic Bulwark (Zone)
  Discordance Point Cost: 6
  The scion of discordia insults the nature of magic itself
  and snubs the forces of arcane and divine magic within
  her Zone. All creatures within the Discordant Zone gain
  spell resistance equal to 11 + the scion's class level. For
  example, an 8th level scion of discordia grants all
  creatures within her Zone spell resistance 19. This spell
  resistance cannot be voluntarily lowered. A scion of
  discordia must be at least 8th level and know the spell
  resistance erosion talent to select this talent.
  Anti­magic Bulwark, Selective
  Discordance Point Cost: +2
  Modifies: Antimagic bulwark
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the anti­magic bulwark talent. A creature need
  only be in the scion's line of sight to be targeted. A scion
  of discordia must know the anti­magic bulwark talent to
  select this talent.
  Apprentice Embargo (Zone)
  Discordance Point Cost: 2
  All 1st­level spells or spell­like abilities cast within a
  Discordant Zone automatically fail as if the caster had
  failed a concentration check. Ongoing effects of 1st­level
  spells that come in contact with the Discordant Zone are
  immediately dispelled. A scion of discordia must know
  the cantrip embargo talent and be at least 8th level to
  take this talent.
  Cantrip Embargo (Zone)
  Discordance Point Cost: 1
  All cantrips, orisons, and other 0th­level spells or spell­
  like
  abilities
  cast
  within
  a
  Discordant
  Zone
  automatically
  fail
  as
  if
  the
  caster
  had
  failed
  a
  concentration check. Ongoing effects of 0­level spells
  that come in contact with the Discordant Zone are
  immediately dispelled.
  Chaotic Dispersion (Zone)
  Discordance Point Cost: 4
  The scion of discordia insults the universe so viciously
  that
  the
  universe
  deems
  those
  nearby
  guilty
  by
  association. Whenever an enemy spellcaster casts a
  single­target spell or spell­like ability targeting the scion
  of discordia or one of her allies within the Discordant
  Zone, the foe nearest the spell's target is also affected.
  Chaotic dispersion can only be triggered once per
  round. A scion of discordia has to be at least 10th level
  and know the anti­magic bulwark talent to select this
  talent.
  Continual Counterspelling
  Modifies: Counterspell pool class feature
  Whenever the scion of discordia expends counterspell
  points, but fails to successfully counterspell a spell, she
  gains counterspell points equal to the number expended
  in this fashion. A scion of discordia must be at least 6th
  level to select this talent.
  Counterspelling Specialist
  Modifies: Counterspell pool class feature
  Whenever the scion of discordia expends discordance
  points on the counterspell pool class feature, she
  receives 1 additional counterspell point, increasing her
  starting pool size. This talent may be taken multiple
  times. Each time, the required class levels in the scion of
  discordia base class increases by +4. A scion of discordia
  must be at least 4th level to select this talent.
  Deflect Missiles (Zone)
  Discordance Point Cost: 3
  Discordant Zones that have this talent applied sport a
  distortion field that makes hitting targets with ranged
  weapons difficult. All creatures within the Discordant
  Zone gain the benefits of the Deflect Arrows feat, with
  the exception that a free hand is not required to deflect
  projectiles. Exceptional projectiles, such as bolts fired
  by siege weaponry or hurled boulders, cannot be
  deflected in this manner. A scion of discordia must be at
  least 6th level to select this talent.
  Deflect Missiles, Improved
  Discordance Point Cost: +2
  Modifies: Deflect missiles
  When the scion of discordia adds the deflect missiles
  talent to her Discordant Zone, she may enhance the
  effects of that talent, allowing it to deflect exceptional
  projectiles, such as bolts fired by siege weaponry or
  hurled boulders. Ammunition that cannot physically fit
  anywhere except for on top of the target, such as a
  boulder thrown down a pit, cannot be deflected. In
  addition, all creatures that benefit from the deflect
  missiles talent receive a +4 dodge bonus to AC against
  rays. A scion of discordia must know the deflect missiles
  talent and be at least 10th level to select this talent.
  27
  Ultimate Truenaming
  Interjection Games
  
  Dimensional Fixture (Zone)
  Discordance Point Cost: 2
  Scions of discordia can selectively lock down certain
  kinds of magic rather than all of it at once. All creatures
  within the area of the Discordant Zone are subject to the
  effects of the dimensional anchor spell. A scion of
  discordia must be at least 6th level to take this talent.
  Dimensional Fixture, Improved
  Discordance Point Cost: +2
  Modifies: Dimensional fixture
  When the scion of discordia adds the dimensional
  fixture talent to her Discordant Zone, she may work to
  make those effects sticky. Creatures that leave the
  Discordant Zone remain subject to the effects of the
  dimensional anchor spell for 1 round. A scion of
  discordia must know the dimensional fixture talent to
  take this talent.
  Dismissing Zone (Zone)
  Discordance Point Cost: 4
  A Discordant Zone modified by this talent forces any
  creature summoned by a conjuration (summoning) or
  conjuration (calling) spell or spell­like ability that comes
  in contact with it back to its proper plane with a DC 10 +
  the recitation level of the recitation used to establish the
  Discordant Zone + the scion's Charisma modifier Will
  save to negate. A creature that successfully saves against
  this talent is immune to the scion’s dismissing zone for
  24 hours. A scion of discordia must be at least 10th level
  to select this talent.
  Dismissing Zone, Improved
  Discordance Point Cost: +4
  Modifies: Dismissing zone
  When the scion of discordia adds the dismissing zone
  talent to her Discordant Zone, she may enhance the
  effects of that talent, forcing any extraplanar creature
  that comes in contact with it back to its proper plane,
  not just those summoned or called by conjuration
  (summoning) or conjuration (calling) spells or spell­like
  abilities.
  This
  otherwise
  follows
  all
  rules
  for
  the
  dismissing zone talent. A scion of discordia must know
  the dismissing zone talent to select this talent.
  Effective Counterspell
  Modifies: Counterspell pool class feature
  Whenever the scion of discordia successfully counters a
  spell with the counterspell pool class feature, she gains 1
  counterspell point. A scion of discordia must be at least
  8th level to select this talent.
  Expanded Zone (Zone)
  Discordance Point Cost: Number of times taken
  The radius of the scion of discordia's Discordant Zone
  increases by +5 feet. A scion of discordia must be at
  least 8th level to choose this talent. This talent may be
  taken multiple times. Each time, the required levels in
  the scion of discordia class increases by +6.
  Fate Damper (Zone)
  Discordance Point Cost: 1
  Some scions of discordia know how to manipulate the
  threads of fate that make those incredibly lucky strikes,
  the sort that fells dragons and allows kobolds to kill
  legendary
  heroes,
  work.
  All
  weapons
  wielded
  by
  creatures within the Discordant Zone have their threat
  range decreased by ­1. For example, a rapier with a
  critical threat range of 18­20 becomes 19­20 instead. A
  critical threat range of 20 remains 20. This penalty is
  applied after multiplicative effects, such as the keen
  weapon ability, have been applied. Projectile weapon
  attacks are subject to this penalty if the either the firer
  or the target are within the Discordant Zone.
  Fate Damper, Selective
  Discordance Point Cost: +1
  Modifies: Fate damper
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the fate damper talent. A creature need only be
  in the scion's line of sight to be targeted. A scion of
  discordia must know the fate damper talent to select
  this talent.
  Indiscriminate Backlash (Su)
  Modifies: All "backlash" talents
  Whenever the scion of discordia adds the arcane
  backlash,
  divine
  backlash,
  or
  truenaming
  backlash
  talent (or any of the backlashes added to the talents list
  to address the inclusion of exotic magic systems, such as
  psionics) to her Discordant Zone, she adds ALL other
  known backlashes to her Discordant Zone without
  paying their discordant point cost. By extension if she
  adds any talents that improve these backlashes, she
  adds all corresponding talents that she knows to her
  Discordant Zone without paying their discordant point
  cost. She may no longer add these abilities separately. A
  scion of discordia must be at least 10th level to select
  this talent.
  Inertia (Zone)
  Discordance Point Cost: 2
  The scion of discordia insults the part of the First
  Language responsible for land and sky. All movement
  (including flight through air, swimming, etc.) within the
  Discordant Zone is treated as if moving through difficult
  terrain.
  Inertia, Improved
  Discordance Point Cost: +2
  Modifies: Inertia
  When the scion of discordia adds the inertia talent to
  her Discordant Zone, she may enhance it. Creatures
  within the Discordant Zone that attempt to perform a
  readied action must succeed on a DC 10 + the recitation
  level of the recitation used to establish the Discordant
  Zone + the scion's Charisma modifier Reflex save or lose
  that action. A scion of discordia must be at least 6th
  level and know the inertia talent to select this talent.
  28
  Bradley Crouch, Thilo Graf, Jason Linker
  The Scion of Discordia
  
  Inertia, Selective
  Discordance Point Cost: +2
  Modifies: Inertia
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the inertia talent. A creature need only be in
  the scion's line of sight to be targeted. A scion of
  discordia must know the inertia talent to select this
  talent.
  Immunity Erosion (Zone)
  Discordance Point Cost: 4
  When adding this talent to a Discordant Zone, choose
  acid, cold, electricity, fire, or sonic. All creatures within
  the Discordant Zone that are normally immune to the
  chosen damage type are no longer immune, but have
  resistance 50 against that energy type instead. Spells
  and abilities that prevent a set amount of energy
  damage, such as the protection from energy spell, are
  suppressed while within the Discordant Zone. Immunity
  is removed before resistance reductio applies. A scion of
  discordia must know the resistance erosion, improved
  talent and be at least 12th level to select this talent.
  Memento Mori (Zone)
  Discordance Point Cost: 3
  A sense of finality and death pervades the Discordant
  Zone. Creatures damaged while standing within the
  Discordant Zone are wounded in a way that baffles
  mundane medicine. Until healed to maximum hit
  points, all those who make a Heal check to perform first
  aid on a target wounded in the Zone take a ­5 penalty to
  do so. Furthermore, all magical and supernatural
  healing effects, including, but not restricted to potions,
  spells, channel energy, etc. used within or partially
  overlapping with the Discordant Zone heal for only half
  their normal hit points if the recipient fails a DC 10 +
  1/2 the scion of discordia's class level + the scion's
  Charisma modifier Fortitude save. A scion of discordia
  must be at least 4th level to select this talent.
  Memento Mori, Improved
  Discordance Point Cost: +2
  Modifies: Memento mori
  When the scion of discordia adds the memento mori
  talent to her Discordant Zone, she may enhance it.
  Creatures
  damaged
  while
  standing
  within
  the
  Discordant Zone are wounded in a way that baffles
  mundane medicine. Until healed to maximum hit
  points, all those who make a Heal check to perform first
  aid on a target wounded in the Zone take a ­10 penalty
  to do so. Furthermore, all magical and supernatural
  healing effects used within or partially overlapping with
  the Discordant Zone heal only the minimum amount of
  hit points or half their normal hit points, whichever is
  lower, if the recipient fails a DC 10 + 1/2 the scion of
  discordia's class level + the scion's Charisma modifier
  Fortitude save. The effects of this talent alter the
  memento mori talent and do not stack with it. A scion of
  discordia must know the memento mori talent and be at
  least 10th level to select this talent.
  Regeneration Erosion (Zone)
  Discordance Point Cost: 2
  Creatures within the scion's Discordant Zone have their
  fast healing and regeneration reduced by an amount
  equal to her Charisma modifier, minimum 0. Creatures
  whose regeneration is set to 0 in this manner die
  normally as though they did not have regeneration. A
  scion of discordia must be at least 8th level and know
  the memento mori talent to select this talent.
  Resistance Erosion (Zone)
  Discordance Point Cost: 1
  When adding this talent to a Discordant Zone, choose
  acid, cold, electricity, fire, or sonic. Creatures within the
  Discordant Zone have their energy resistance against
  the chosen energy type decreased by 10.
  Resistance Erosion, Flexible
  Discordance Point Cost: +0
  Modifies: Resistance erosion
  When the scion of discordia adds the energy erosion
  talent to her Discordant Zone, she may enhance it.
  When adding the resistance erosion talent to the
  Discordant Zone, the scion does not choose a single
  energy type. Instead, she distributes the reduction in
  energy resistance imposed by the talent in increments of
  5 among the energy types offered by the resistance
  erosion talent. For example, if the scion expends two
  discordance points on the resistance erosion, improved
  talent, for a total of 20 points of resistance reduction,
  she can apply 10 of that to acid and 10 of that to fire, or
  5 to each of acid, cold, fire, and sonic, among other
  possible combinations. A scion of discordia must know
  the resistance erosion talent and be at least 10th level to
  select this talent.
  Resistance Erosion, Improved
  Discordance Point Cost: X; see text
  Modifies: Resistance erosion
  When the scion of discordia adds the energy erosion
  talent to her Discordant Zone, she may enhance it,
  expending additional discordance points not to exceed
  one quarter her class level in the process. For each
  discordance point expended in this manner, those
  within the Discordant Zone have their resistance against
  the chosen energy type decreased by an additional 5. A
  scion of discordia must know the resistance erosion
  talent and be at least 6th level to select this talent.
  Resistance Erosion, Selective
  Discordance Point Cost: +2
  Modifies: Resistance erosion
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the resisance erosion talent. A creature need
  only be in the scion's line of sight to be targeted. A scion
  of discordia must know the resistance erosion talent to
  select this talent.
  29
  Ultimate Truenaming
  Interjection Games
  
  Saboteur's Tirade (Zone)
  Discordance Point Cost: 2
  The scion of discordia can confuse her enemies with a
  combination of eldritch utterances; crude, biological
  humor; truename magic; and yo' mama jokes. All
  attacks made by creatures within the Discordant Zone
  are made at a ­1 penalty. At 5th level and every six levels
  beyond 5th, this penalty increases by ­1, to a maximum
  of ­3 at 17th level.
  Saboteur's Tirade, Selective
  Discordance Point Cost: +1
  Modifies: Saboteur's tirade
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the saboteur's tirade talent. A creature need
  only be in the scion's line of sight to be targeted. A scion
  of discordia must know the saboteur's tirade talent to
  select this talent.
  Spell­like Bane
  Modifies: Counterspell pool class feature
  The scion of discordia may use counterspell points to
  counterspell spell­like abilities as though they were
  regular spells. A scion of discordia must be at least 10th
  level to select this talent.
  Spell Rebound
  Discordance Point Cost: +3
  Modifies: Antimagic bulwark
  When the scion of discordia adds the antimagic bulwark
  talent to her Discordant Zone, she may enhance it.
  Whenever a targeted spell fails to penetrate the spell
  resistance granted by the anti­magic bulwark talent, the
  spell rebounds on the originator as if affected by spell
  turning. A scion of discordia must be at least 16th level
  and know the anti­magic bulwark talent to select this
  talent.
  Spell Resistance Erosion (Zone)
  Discordance Point Cost: 1
  Creatures within the Discordant Zone have their spell
  resistance lowered by 2, minimum 0.
  Spell Resistance Erosion, Improved
  Discordance Point Cost: X; see text
  Modifies: Spell resistance erosion
  When the scion of discordia adds the spell resistance
  erosion talent to her Discordant Zone, she may enhance
  it, expending additional discordance points not to
  exceed one quarter her class level in the process. For
  each discordance point expended in this manner, those
  within the Discordant Zone have their spell resistance
  lowered by an additional 1. A scion of discordia must
  know the spell resistance erosion talent and be at least
  4th level to select this talent.
  Spell Resistance Erosion, Selective
  Discordance Point Cost: +2
  Modifies: Spell resistance erosion
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the spell resistance erosion talent. A creature
  need only be in the scion's line of sight to be targeted. A
  scion of discordia must know the spell resistance
  erosion talent to select this talent.
  Twisted Arcane Backlash
  Discordance Point Cost: +1
  Modifies: Arcane backlash class feature
  When the scion of discordia adds the arcane backlash
  class feature to her Discordant Zone, she may enhance
  it. The DC of the concentration check required to cast
  arcane
  spells
  with
  verbal
  components
  within
  her
  Discordant Zone increases by an amount equal to her
  Charisma modifier.
  If the scion of discordia has the indiscriminate backlash
  talent, then adding one twisted backlash talent to her
  Discordant Zone adds all other twisted backlash talents
  she knows to the Zone at no additional discordance
  point cost.
  Twisted Divine Backlash
  Discordance Point Cost: +1
  Modifies: Divine backlash class feature
  When the scion of discordia adds the divine backlash
  class feature to her Discordant Zone, she may enhance
  it. The DC of the concentration check required to cast
  divine
  spells
  with
  verbal
  components
  within
  her
  Discordant Zone increases by an amount equal to her
  Charisma modifier.
  If the scion of discordia has the indiscriminate backlash
  talent, then adding one twisted backlash talent to her
  Discordant Zone adds all other twisted backlash talents
  she knows to the Zone at no additional discordance
  point cost.
  Twisted Truenaming Backlash
  Discordance Point Cost: +1
  Modifies: Truenaming backlash class feature
  When the scion of discordia adds the truenaming
  backlash class feature to her Discordant Zone, she may
  enhance it. The DC of truenaming checks made within
  the Discordant Zone is now increased by an amount
  equal to the penalty currently imposed upon the scion
  by the Law of Croaking Failure rather than half that
  penalty, rounded up.
  Zone of Decay (Zone)
  Discordance Point Cost: 1
  All
  attacks
  made
  against
  creatures
  within
  the
  Discordant Zone ignore 3 points of hardness or damage
  reduction.
  30
  Bradley Crouch, Thilo Graf, Jason Linker
  The Scion of Discordia
  
  Zone of Decay, Improved
  Discordance Point Cost: X; see text
  Modifies: Zone of decay
  When the scion of discordia adds the zone of decay
  talent to her Discordant Zone, she may enhance it,
  expending additional discordance points not to exceed
  one quarter her class level in the process. For each
  discordance point expended in this manner, attacks
  made against those within the Discordant Zone ignore
  an additional 2 points of hardness or damage reduction.
  A scion of discordia must know the zone of decay talent
  and be at least 4th level to select this talent.
  Zone of Decay, Selective
  Discordance Point Cost: +1
  Modifies: Zone of decay
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the zone of decay talent. A creature need only
  be in the scion's line of sight to be targeted. A scion of
  discordia must know the zone of decay talent to select
  this talent.
  Zone of Destruction (Zone)
  Discordance Point Cost: 1
  All attacks made by creatures within the Discordant
  Zone ignore 3 points of hardness or damage reduction.
  Zone of Destruction, Improved
  Discordance Point Cost: X; see text
  Modifies: Zone of destruction
  When
  the
  scion
  of
  discordia
  adds
  the
  zone
  of
  destruction talent to her Discordant Zone, she may
  enhance it, expending additional discordance points not
  to exceed one quarter her class level in the process. For
  each discordance point expended in this manner, those
  within the Discordant Zone ignore an additional 2
  points of hardness or damage reduction with their
  attacks. A scion of discordia must know the zone of
  destruction talent and be at least 4th level to select this
  talent.
  Zone of Destruction, Selective
  Discordance Point Cost: +1
  Modifies: Zone of destruction
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the zone of destruction talent. A creature need
  only be in the scion's line of sight to be targeted. A scion
  of discordia must know the zone of destruction talent to
  select this talent.
  Zone of Dispersion
  Discordance Point Cost: +4
  Modifies: Chaotic dispersion
  When the scion of discordia adds the chaotic dispersion
  talent to her Discordant Zone, she may enhance it.
  Whenever an enemy spellcaster casts a harmful spell or
  spell­like ability with an area of effect that overlaps or
  partially overlaps with the Discordant Zone, all foes
  within the Discordant Zone are treated as though they
  were within the spell's area of effect. This talent can only
  be triggered once per round. A scion of discordia has to
  be at least 16th level and know the chaotic dispersion
  talent to select this talent.
  Zone of Viciousness
  Discordance Point Cost: 4
  Weapons wielded by creatures within the Discordant
  Zone have the vicious weapon special ability. A scion of
  discordia must know the memento mori talent and be at
  least 8th level to select this talent.
  Zone of Viciousness, Selective
  Discordance Points: +2
  Modifies: Zone of viciousness
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the zone of viciousness talent. A creature need
  only be in the scion's line of sight to be targeted. A scion
  of discordia must know the zone of viciousness talent to
  select this talent
  Zone of Wounding
  Discordance Point Cost: 4
  Weapons wielded by creatures within the Discordant
  Zone have the wounding weapon special ability. A scion
  of discordia must know the memento mori talent and be
  at least 12th level to select this talent.
  Zone of Wounding, Selective
  Discordance Point Cost: +2
  Modifies: Zone of wounding
  The scion of discordia may exclude a number of target
  creatures not to exceed her Charisma modifier from the
  effects of the zone of wounding talent. A creature need
  only be in the scion's line of sight to be targeted. A scion
  of discordia must know the zone of wounding talent to
  select this talent.
  31
  Ultimate Truenaming
  Interjection Games
  
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some
  races have the option of choosing from a number of
  other bonuses, depending upon their Favored Classes.
  The following options are available to the listed race
  who have scions of discordia as their Favored Class, and
  unless otherwise stated, the bonus applies each time you
  select the listed Favored Class reward.
  Aasimar: If a recitation heals, add +1/4 to the amount
  healed. In addition, every five times this favored class
  bonus is selected, select a recitation from the Codex of
  Heart and Mind or the Codex of Artifice. Whenever the
  scion of discordia recites a chosen recitation, if that
  recitation heals, the scion cannot accidentally recite the
  opposite variant.
  Drow: While in total or magical darkness, increase the
  radius of the Discordant Zone by +1 ft. (+5 ft. for every
  five times this favored class bonus has been selected).
  Dwarf: Every three times this favored class bonus is
  selected, select a recitation from the Codex of Artifice.
  The scion cannot accidentally recite the opposite variant
  of a chosen recitation.
  Elf: While out in the open under the stars, increase the
  radius of the Discordant Zone by +1 ft. (+5 ft. for every
  five times this favored class bonus has been selected).
  Gnome: Whenever the scion’s Discordant Zone is
  dispelled, she gets a +1/3 bonus to her next truenaming
  check, to a maximum of the recitation level of the
  recitation that was used in establishing the Discordant
  Zone. This bonus lasts for 2 rounds or until used.
  Half­elf: Decrease the discordance point cost of the
  condition dispersal class feature by ­1/7, to a minimum
  of 1.
  Halfling: Every four times this favored class bonus has
  been selected, the scion of discordia ignores the first
  time she would accidentally recite the opposite variant
  of a recitation from the Codex of Heart and Mind or the
  Codex of Artifice. (Taken eight times, this favored class
  bonus ignores the first two times she would accidentally
  recite the opposie variant, and so on.)
  Half­orc: Whenever the scion of discordia invests
  discordance
  points
  in
  the
  counterspell
  pool
  class
  feature, she gains an additional counterspell point for
  every six times she has taken this favored class bonus, to
  a maximum of the recitation level of the recitation used
  to establish the Discordant Zone.
  Hobgoblin: Discordant Zones created via recitations of
  the Codex of Artifice have their duration extended by
  +1/4 round.
  Human: Add +1/6 of a talent of discordia.
  Kitsune: Whenever either the cantrip embargo talent or
  the apprentice embargo talent prevents a spell from
  being cast, the scion of discordia gains the ability to cast
  that spell once as a spell­like ability with a caster level
  equal to her scion of discordia class level. The scion can
  only have the ability to cast one spell in this fashion at
  any one time. As such, whenever the scion of discordia
  gains the ability to cast a new spell as a spell­like ability
  in this manner, she loses the ability to cast any spells
  previously gained in this manner. If not cast within 1
  minute, the spell is lost and cannot be reclaimed. The
  ability may trigger once per day for every two times this
  favored class bonus has been taken.
  Kobolds: Add +1/4 to the Difficulty Class of all saving
  throws called for by the scion of discordia's Discordant
  Zone if all hostile targets in the Discordant Zone are
  gnomes.
  Orc: The zone of decay and zone of destruction talents
  ignore an additional +1/3 point of hardness.
  Puddling: Every three times this favored class bonus is
  selected, select a recitation. The first time a selected
  recitation is used to establish a Discordant Zone reach
  day, the standard +2 Malleability DC Modifier imposed
  upon
  a
  recitation
  for
  being
  used
  to
  establish
  a
  Discordant Zone does not apply. This results in a net
  malleability modifier of +2 rather than +4.
  Tengu: Every three times this favored class bonus is
  selected, the movement rate of the scion's Discordant
  Zone when willed to move via the mobile discordia class
  feature increases by +5 feet.
  Tiefling: If any target is dealt ability score damage while
  in a Discordant Zone modified by the memento mori or
  improved
  memento
  mori
  talents,
  it
  receives
  an
  additional +1/6 ability score damage.
  Vanara: Whenever the scion of discordia moves her
  Discordant Zone via the mobile discordia class feature,
  the Difficulty Class of all saving throws called for by the
  Zone increases by +1/6 for 1 round.
  Vishkanya: At the beginning of the scion's turn, if a foe
  whose total number of Hit Dice is at least half the
  scion's character level is dying within her Discordant
  Zone, she gains temporary hit points equal to 1 + 1/2 the
  number of times this favored class bonus has been
  taken, minimum 1. These temporary hit points last for 1
  round. A scion of discordia receives no benefit from this
  favored class bonus until she takes it at least once.
  32
  Bradley Crouch, Thilo Graf, Jason Linker
  The Scion of Discordia
  
  Scion of Discordia Archetypes
  Comedians and rabble­rousers who are particularly
  serious
  about
  their
  craft
  tend
  to
  be
  fairly
  individualistic, and these quirks have the capacity to
  alter the very way they work with the object of their
  study. Being a bit of both, the same is true for the
  scions of discordia. They all have their own style.
  Disciple of Discordia (Archetype)
  "Internal harmony, external chaos." ­ Kaleb Loki,
  disciple of discordia
  Kickstarter Backer: Brandon F.
  Author: Bradley Crouch.
  Disciples of discordia have the following class features:
  Attracting Discord (Ex): At 1st level, a disciple of
  discordia's Discordant Zone becomes attracted to its
  creator. At the beginning of the disciple's turn, if the
  disciple is not perfectly centered upon his Discordant
  Zone, the Zone moves up to 30 feet directly toward its
  master, ignoring all magical, supernatural, non­magical,
  or just plain weird obstructions, stopping only if its
  master is perfectly centered upon it.
  This ability replaces mobile discordia.
  Polarity Shift (Su): At 1st level, a disciple of discordia
  becomes attuned to a rapid change in local entropy.
  Whenever the disciple is within his Discordant Zone,
  but he did not end his last turn within his Discordant
  zone, he gains a +1 armor bonus to AC. At 4th level and
  every three levels thereafter, this armor bonus to AC
  increases by +1, to a maximum of +7 at 19th level.
  Talents of Discordia: The disciple of discordia can
  choose from the following talents in place of a talent of
  discordia.
  Rapid Discord (Zone)
  Discordance Point Cost: X; see text
  Sluggish Discord (Zone)
  Discordance Point Cost: X; see text
  When the disciple of discordia adds this ability to his
  Discordant Zone, he may expend discordance points not
  to
  exceed
  one
  quarter
  his
  class
  level.
  For
  each
  discordance point expended in this way, the Discordant
  Zone's speed as detailed in the attracting discord class
  feature decreases by ­5 feet. For every two discordance
  points expended in this manner, the polarity shift class
  feature grants a +1 luck bonus to Fortitude and Will
  saves in addition to its other effects. A disciple of
  discordia must be at least 4th level to select this talent.
  Fast Movement (Ex): At 3rd level, a disciple of
  discordia gains a +10­foot enhancement bonus to his
  land
  speed.
  At
  6th
  level
  and
  every
  three
  levels
  thereafter, this bonus increases by +10 feet, to a
  maximum of +60 feet at 18th level. A disciple in armor
  or carrying a medium or heavy load loses this extra
  speed.
  Purity of Body (Ex): At 5th level, a disciple of
  discordia gains immunity to all diseases, including
  supernatural and magical diseases.
  This ability replaces the variable recitation gained at 5th
  level.
  Diamond Body (Su): At 11th level, a disciple of
  discordia gains immunity to poisons of all kinds.
  This ability replaces the variable recitation gained at
  11th level.
  Timeless Body (Ex): At 17th level, a disciple of
  discordia no longer takes penalties to his ability scores
  for aging and cannot be magically aged. Any such
  penalties that he has already taken, however, remain in
  place. Age bonuses still accrue, and the disciple of
  discordia still dies of old age when his time is up.
  This ability replaces the variable recitation gained at
  17th level.
  33
  Ultimate Truenaming
  Interjection Games
  When
  the
  disciple
  of
  discordia
  adds this ability to his Discordant
  Zone, he may expend discordance
  points not to exceed one quarter
  his
  class
  level.
  For
  each
  discordance point expended in this
  way, the Discordant Zone's speed
  as
  detailed
  in
  the
  attracting
  discord class feature increases by
  +5 feet. For every two discordance
  points expended in this manner,
  the
  polarity
  shift
  class
  feature
  grants a +1 dodge bonus to AC in
  addition to its other effects. A
  disciple of discordia must be at
  least 4th level to select this talent.
  Kaleb Loki,
  disciple of discordia
  Disciple of Discordia (Archetype)
  
  Discordant Instigator (Archetype)
  Some people learn just enough of a foreign language to
  be fluent in the swears. The First Language is no
  exception, varying only in that the swears are actually
  useful.
  Author: Thilo "Endzeitgeist" Graf.
  Class Skills
  The discordant instigator's class skills (and the key
  ability for each) are Acrobatics (Dex), Bluff (Cha), Climb
  (Str), Disable Device (int), Disguise (Cha), Escape Artist
  (Dex), Knowledge (arcana) (Int), Knowledge (history)
  (Int), Linguistics (Int), Perception (Wis), Sense Motive
  (Wis), Sleight of Hand (Dex) Spellcraft (Int), Stealth
  (Dex), and Use Magic Device (Cha).
  These class skills replace those normally available to the
  scion of discordia.
  Skill Ranks per Level: 6 + Int modifier.
  Discordant instigators have the following class features:
  Weapon
  and
  Armor
  Proficiency:
  Discordant
  instigators are proficient with the blowgun, crossbow
  (hand, light, or heavy), dagger (any type), dart, rapier,
  sap, shortbow (normal and composite), and short
  sword. They are also proficient with light armor.
  Cursing at the Universe (Su): At 1st level, a
  discordant instigator gains a pool of expletive points, a
  measure of how effectively he can anger the universe.
  The number of points in a discordant instigator's
  expletive pool is equal to three times his discordant
  instigator level + his Charisma modifier.
  The expletive pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to
  be consecutive.
  This ability replaces truemagic and recitations.
  34
  Bradley Crouch, Thilo Graf, Jason Linker
  Scion of Discordia Archetypes
  Table: The Discordant
  Instigator
  
  Discordant Blows (Su): At 1st level, whenever the
  discordant instigator is within his Discordant Zone,
  weapons he wields deal an additional 1d3 points of sonic
  damage on a successful hit. At 4th level and every three
  levels thereafter, this sonic damage increases by +1d3,
  to a maximum of 7d3 points of additional sonic damage
  at 19th level.
  This ability replaces the talents of discordia gained at
  4th, 10th, and 16th level.
  Discordant Zone (Sp): At 1st level, a discordant
  instigator may expend 1 expletive point as a standard
  action to can let loose with a horrible tirade of insults
  directed at the universe itself. Given that it's being
  insulted, and by some fool whose deplorable accent
  makes him speak through his nose, the universe, quite
  understandably, responds quite violently.
  The enraged universe produces a Discordant Zone
  centered upon the discordant instigator. The radius of
  this Discordant Zone is equal to 10 feet + 5 feet per
  expletive point spent to insult the universe. This Zone
  persists for expletive points spent + Charisma modifier
  rounds.
  A
  discordant
  instigator
  may
  dismiss
  his
  Discordant Zone as a standard action, though this
  expends an additional expletive point.
  At 4th level and every three levels beyond 4th, the
  maximum number of expletive points a discordant
  instigator may expend when insulting the universe
  increases by +1, to a maximum of 6 expletive points at
  16th level, though he may always expend fewer expletive
  points than the maximum allowed should he wish to do
  so.
  A Discordant Zone is invisible to the naked eye, but
  projects a palpable sense of malice and wrongness that
  tingles up the spine of anyone within its area of effect.
  Discordant Zones have a magical aura that can be
  detected with spells such as detect magic, but they do
  not register as belonging to any school of magic. Despite
  this lack of a school, dispel magic and other such
  abilities can remove a Discordant Zone. Treat the
  discordant instigator's class level as his caster level for
  the purpose of such effects. A Discordant Zone cannot
  be counterspelled.
  When the discordant instigator establishes a Discordant
  Zone, he receives discordance points, representing his
  ability to direct the power of the universe's backlash
  rather than letting it rip him apart, equal to twice the
  number
  of
  expletive
  points
  used
  to
  generate
  the
  Discordant Zone. He must expend all of these points
  immediately to modify the Discordant Zone. Each
  modification has a discordance point cost.
  The Discordant Zone can be modified in the following
  ways:
  Arcane Backlash
  Discordance Point Cost: 1
  Arcane spells with a verbal component cast within the
  area of the Discordant Zone require a DC 10 + the
  number
  of
  expletive
  points
  used
  to
  generate
  the
  Discordant Zone concentration check to cast. On a failed
  concentration check, the spell is lost.
  Communication Breakdown
  Discordance Point Cost: 1
  Creatures within the area of the Discordant Zone take a
  penalty to Bluff, Diplomacy, Intimidate, Spellcraft, and
  Use Magic Device skill checks equal to the number of
  expletive points used to generate the Discordant Zone.
  Linguistic checks made regarding the spoken word, not
  the written word, as well as Perception checks made to
  listen, are also penalized in this fashion.
  Disquieting Phantoms
  Discordance Point Cost: X; see text
  When establishing his Discordant Zone, the discordant
  instigator may expend any number of discordance
  points. For each discordance point spent in this manner,
  the discordant instigator receives a phantom point.
  Whenever the instigator makes an attack against a
  creature that is within the Discordant Zone, he may
  expend 1 phantom point as a free action. If he does that
  creature
  is
  treated
  as
  though
  the
  instigator
  were
  flanking it for that one attack. A discordant instigator
  may flank with a ranged attack in this manner.
  Starting at 4th level, the discordant instigator gains 1
  phantom point at the beginning of his turn, to a
  maximum
  of
  the
  number
  of
  discordance
  points
  originally invested in this ability. At 10th and 16th level,
  he gains an additional phantom point at the beginning
  of his turn, to a maximum of 3 phantom points at 16th
  level.
  Divine Backlash
  Discordance Point Cost: 1
  Arcane spells with a verbal component cast within the
  area of the Discordant Zone require a DC 10 + the
  number
  of
  expletive
  points
  used
  to
  generate
  the
  Discordant Zone concentration check to cast. On a failed
  concentration check, the spell is lost.
  This ability modifies discordant zone.
  Talents of Discordia: The discordant instigator may
  choose a rogue talent or ninja trick in place of a talent of
  discordia. He treats his discordant instigator class level
  as his rogue or ninja class level for the purpose of these
  talents and tricks, including meeting their prerequisites.
  This ability modifies talents of discordia.
  35
  Ultimate Truenaming
  Interjection Games
  
  Source Material (Ex): At 3rd level, whenever the
  discordant instigator reduces a creature to 0 or fewer hit
  points while both he and his victim are within the
  Discordant Zone, he regains 1 expletive point. Reducing
  a creature that has fewer Hit Dice than half the
  instigator’s character level to 0 or fewer hit points does
  not restore any expletive points.
  This ability replaces the inflection gained at 3rd level.
  Discordant
  Evasion
  (Su):
  At
  5th
  level,
  the
  discordant
  instigator
  can
  avoid
  even
  magical
  and
  unusual attacks with great agility. While within the area
  of his Discordant Zone, if he makes a successful Reflex
  saving throw against an attack that normally deals half
  damage on a successful save, he instead takes no
  damage. A helpless discordant instigator does not gain
  the benefit of discordant evasion.
  This ability replaces the variable recitation gained at 5th
  level.
  Palpable Insults (Su): At 8th level, while within the
  area of his Discordant Zone, creatures hit by the
  discordant instigator are shaken for 1 round with no
  saving throw allowed. This shaken condition doesn’t
  stack with other shaken conditions to make an affected
  creature frightened. Given the source of these insults is
  one that can insult the universe itself, creatures that are
  immune to mind­affecting abilities, including mindless
  creatures, can be shaken in this fashion.
  This ability replaces the inflection gained at 8th level.
  Improved Discordant Evasion (Su): At 11th level, a
  discordant
  instigator's
  discordant
  evasion
  ability
  improves. He still takes no damage on a successful
  Reflex saving throw against attacks while within his
  Discordant Zone, but henceforth he takes only half
  damage on a failed save.
  This ability replaces the variable recitation gained at
  11th level.
  Insult to Injury (Su): While his target is shaken, the
  discordant instigator treats all 1s rolled on discordant
  blow damage dice as 2s instead.
  This ability replaces the inflection gained at 13th level.
  The Unswattable Fly (Su): At 17th level, while
  within his Discordant Zone, the discordant instigator
  has moderate fortification and all attacks made against
  him have a 20% miss chance.
  This ability replaces the variable recitation gained at
  17th level.
  Killer Insults (Su): At 18th level, shaken creatures
  that begin their turn within the discordant instigator’s
  Discordant Zone take 5d6 points of sonic damage with a
  DC 10 + 1/2 the instigator’s class level + the instigator’s
  Charisma modifier Fortitude save for half damage.
  This ability replaces the inflection gained at 18th level.
  Rulebreaker (Archetype)
  The First Language contains language that describes
  itself, including descriptions of the various universal
  laws. By using the correct language, it is possible to
  shift these laws slightly, if only for a moment. The
  universe, of course, is not happy about this discovery.
  Author: Bradley Crouch.
  Rulebreakers have the following class features:
  Skills
  A rulebreaker loses Appraise (Int), Knowledge (planes)
  (Int), and Use Magic Device (Cha) as class skills;
  instead, she gains Bluff (Cha), Diplomacy (Cha), and
  Sense Motive (Wis) as class skills.
  Declare Loophole (Su): At 1st level, a rulebreaker
  gains a pool of loophole points, a measure of the
  linguistic mastery she has over those parts of the First
  Language that describe how the various universal laws
  function. By describing these laws as something other
  than what they are, she is capable of changing the
  fundamental laws of the universe itself, if only for an
  instant and only in a local area. The number of points in
  a rulebreaker's loophole pool is equal to 1/2 her
  rulebreaker level + her Intelligence modifier.
  At 1st level, a rulebreaker may spend 1 loophole point
  to ignore the Law of Croaking Failure the next time she
  triggers it that round.
  At 4th level, a rulebreaker may spend 1 loophole point
  to ignore the Law of Finite Malleability the next time
  she triggers it with a recitation of 2nd level or lower that
  round.
  At 7th level, a rulebreaker may spend 2 loophole
  points to ignore the Law of Finite Malleability the next
  time she triggers it with a recitation of 4th level or lower
  that round.
  At 10th level, a rulebreaker may spend 2 loophole
  points to cause the Law of Croaking Failure to cause any
  other creature within 60 feet who successfully recites a
  recitation to trigger the Law of Croaking Failure. This
  lasts for 1 round.
  At 13th level, a rulebreaker may spend 3 loophole
  points to ignore the Law of Finite Malleability the next
  time she triggers it that round.
  At 16th level, a rulebreaker may spend 2 loophole
  points to ignore the Law of Flowing Rhetoric the next
  time she triggers it that round.
  At 19th level, a rulebreaker may spend 2 loophole
  points to cause all other creatures within 60 feet to
  ignore the Law of Familiar Phrases for 1 round.
  Each of these powers is activated as a swift action.
  The loophole pool is replenished each morning after 8
  hours of rest or consultation of various tomes and
  pronunciation guides; these hours do not have to be
  consecutive.
  This ability replaces counterspell pool and the talents of
  discordia gained at 4th, 10th, and 16th level.
  36
  Bradley Crouch, Thilo Graf, Jason Linker
  Scion of Discordia Archetypes
  Rulebreaker (Archetype)
  
  Truemagic Feats
  Counter­recitation Adept
  You are trained in the tactics necessary to render a
  truenamer increasingly helpless each time you counter
  one of his recitations.
  Prerequisites: Counter­recitation Trainee
  Benefit: Whenever you counterspell a recitation, the
  Law of Finite Malleability is triggered as though the
  recitation were successfully recited.
  Normal: Whenever you counterspell a recitation, the
  Law of Finite Malleability is not triggered.
  Counter­recitation Trainee
  You have learned the telltale signs of a truenamer and
  are better prepared to detect his workings.
  Prerequisites: Spellcraft 3 ranks
  Benefit: You get a +4 bonus to Spellcraft checks made
  to identify recitations being recited.
  Discordant Voice (Truemagic)
  The very laws of the universe do not apply to those who
  study how to break them.
  Prerequisites: Discordant zone class feature, ability to
  recite 2nd­level recitations
  Benefit: When reciting a 1st­level recitation, you ignore
  any and all penalties imposed by the Law of Croaking
  Failure.
  Eternal Discord (Truemagic)
  From the obvious failure of repeated attempts at
  destroying you in retribution for that awful mouth of
  yours, the universe begins to change its tactics. As with
  any monolith attempting to take down a small, agile
  annoyance, you adapt far faster than it can take a
  swing at you.
  Prerequisites: Discordant zone class feature, mobile
  discordia class feature
  Benefit: Whenever you create a Discordant Zone, you
  also create a secondary Discordant Zone that occupies
  the space you occupy, as well as all spaces adjacent to
  those you occupy. All talents and other abilities applied
  to your primary Discordant Zone are automatically
  applied to your secondary Discordant Zone, and vice
  versa.
  Extra Inflection (Truemagic)
  Realizing
  the
  importance
  of
  a
  large
  library
  of
  inflections to support your vocabulary, you spend a
  great deal of time training your vocal cords.
  Prerequisites: Inflections class feature
  Benefit: You learn one additional inflection. You must
  meet all of the prerequisites for this inflection.
  Special: You can gain Extra Inflection multiple times.
  Each time, select a new inflection.
  Favored Focus
  Added focus on your favored recitations makes them
  more difficult to resist.
  Prerequisites: Favored Recitation
  Benefit: Add +1 to the Difficulty Class for all saving
  throws
  made
  against
  your
  favored
  recitations.
  In
  addition, you get a +1 bonus on caster level checks
  (1d20 + caster level) made to overcome a creature's
  spell
  resistance
  recitations
  when
  using
  a
  favored
  recitation.
  Favored Recitation
  You have taken a single recitation as your favored
  recitation. You practice it every morning, debate the
  stressings on its more difficult syllables, and have
  otherwise made it your brain baby. Needless to say,
  you are very, very adept in its use.
  Prerequisites: Recitations class feature
  Benefit: Choose a single recitation you know. You get
  +3 to truenaming checks made to recite that recitation.
  Special: You can gain Favored Recitation multiple
  times. Each time, select a different recitation.
  37
  Ultimate Truenaming
  Interjection Games
  A recitation can be identified as it is being recited
  with a DC 15 + the recitation's recitation level
  Spellcraft check. Identifying a recitation as it is
  being recited requires no action, but you must be
  able to clearly see the recitation as it is being
  recited, and this incurs the same penalties as a
  Perception
  skill
  check
  due
  to
  distance,
  poor
  conditions, and other factors.
  When a recitation is identified, the name and
  general effects of the recitation, the name of the
  recitation's codex, and the recitation's similar
  school are reported to the identifying party.
  If you wish to counterspell a recitation, you do not
  necessarily need to succeed on a Spellcraft check to
  identify the similar school of the recitation being
  recited. Though it may be a longshot, making an
  educated guess as to what the similar school is can
  give you a fairly good chance of being successful.
  Best of luck!
  Sidebar: Identifying
  Recitations
  
  Greater Discordant Voice (Truemagic)
  Your lawbreaking tendencies intensify.
  Prerequisites: Discordant zone class feature, ability to
  recite 5th­level recitations
  Benefit: When reciting a 2nd­level recitation, you
  ignore any and all penalties imposed by the Law of
  Croaking Failure.
  Inflection Specialization (Truemagic)
  Your practice at the use of a particular inflection
  makes it easier to recite again and again.
  Prerequisites: Any five inflections
  Benefit: The Truenaming DC Modifier and Malleability
  DC Modifier of a single inflection of your choice are
  reduced by ­1, to a minimum of +0.
  Special: You can gain Inflection Specialization multiple
  times. Each time, it applies to a new inflection.
  Learn by Extrapolation (Truemagic)
  Though
  lesser
  languages
  are
  usually
  learned
  to
  improve understanding of the First Language, it does
  go both ways. By studying the First Language, you
  have extrapolated the nature of a language that is
  typically thought of as secret.
  Prerequisites:
  Master
  of
  tongues
  class
  feature,
  Linguistics 7 ranks
  Benefit: You learn a language that is described as
  "secret", such as druidic or drow sign language. You do
  not need a mentor to learn the language in this fashion,
  as you have extrapolated the nature of this language
  from close inspection of the First Language itself.
  March to Oblivion (Truemagic)
  Though declawed and bent to your will, the universe's
  wrath does like to rush you when it can.
  Prerequisites: Mobile discordia class feature
  Benefit: Whenever you direct your Discordant Zone to
  move
  via
  the
  mobile
  discordia
  class
  feature,
  its
  movement speed is doubled if you would be within the
  Zone at the end of its movement.
  Master Rulebreaker (Truemagic)
  Those who learn to break the Laws tend to do so often.
  Prerequisites: Declare loophole class feature
  Benefit: The number of points in your loophole pool
  increases by +3.
  Special: You can gain Master Rulebreaker multiple
  times. Its effects stack.
  Recite without Thought (Truemagic)
  You are so familiar with your favored recitations that
  you can recite them on the defensive with no ill effects.
  Prerequisites:
  Linguistic familiarity class feature,
  Favored Recitation
  Benefit: When reciting a favored recitation on the
  defensive, the truenaming DC is not increased for doing
  so.
  Normal: When reciting a recitation on the defensive,
  the truenaming DC is increased by +5.
  Study of Artifice (Truemagic)
  Your studies focus upon mastery of the Codex of
  Artifice.
  Prerequisites: Ability to recite 3rd level recitations
  from the Codex of Artifice
  Benefit:
  You
  immediately
  learn
  an
  additional
  recitation from the Codex of Artifice whose recitation
  level is at least 1 lower than the highest recitation level
  you can recite.
  Study of Heart and Mind (Truemagic)
  Your studies focus upon mastery of the Codex of Heart
  and Mind.
  Prerequisites: Ability to recite 2nd level recitations
  from the Codex of Heart and Mind
  Benefit:
  You
  immediately
  learn
  an
  additional
  recitation from the Codex of Heart and Mind whose
  recitation level is at least 1 lower than the highest
  recitation level you can recite.
  Study of the Realized Vision (Truemagic)
  Your studies focus upon mastery of the Codex of the
  Realized Vision.
  Prerequisites: Ability to recite 5th­level recitations
  from the Codex of the Realized Vision.
  Benefit:
  You
  immediately
  learn
  an
  additional
  recitation from the Codex of the Realized Vision whose
  recitation level is at least 1 lower than the highest
  recitation level you can recite.
  Study of the Spheres (Truemagic)
  Your studies focus on the Codex of Far­Flung Spheres.
  Prerequisites: Ability to recite 4th­level recitations
  from the Codex of Far­flung Spheres
  Benefit:
  You
  immediately
  learn
  an
  additional
  recitation from the Codex of far­Flung Spheres whose
  recitation level is at least 1 lower than the highest
  recitation level you can recite.
  38
  Bradley Crouch, Thilo Graf, Jason Linker
  Truemagic Feats
  
  Truemagic Prestige Classes
  Though the First Language's fiendishly difficult­to­
  learn nature does make specialization by necessity
  very common, not all such specialization occurs right
  away. Some discover the First Language and its
  implications after years of training in another field
  (Don't say unrelated ­ Truespeech encompasses all
  things!), while others hit the wall when attempting to
  master the most advanced of codices. Once again, by
  necessity, those who wield Truespeech are forced to
  specialize, but with so much experience behind them,
  the
  specializations
  tend
  to
  be
  significantly
  more
  dramatic.
  Polycosmic Theurge
  If, as the ethermage posits, there are an infinite
  number of universes, then each of them must contain
  new glorious examples of the First Language at work.
  The polycosmic theurge uses his access to the ether to
  learn the true names of things that do not exist in his
  native universe and applies these insights to the world
  around him.
  "Come. See what I have seen."
  Author: Jason Linker.
  Role: The polycosmic theurge is a powerful addition to
  any adventuring party. With access to two brands of
  exotic magic that each cover a broader range of
  possibilities than the universe itself, the polycosmic
  theurge can, by definition, overcome any obstacle.
  Alignment: The motivations of a polycosmic theurge
  usually center upon the acquisition of knowledge. As
  knowledge is desirous to individuals of all moral
  inclinations,
  a
  polycosmic
  theurge
  can
  be
  of
  any
  alignment. That said, given the almost single­minded
  focus many polycosmic theurges have regarding the
  acquisition
  of
  knowledge,
  most
  tend
  to
  dissociate
  themselves from the ideas of good and evil and become
  decidedly Neutral.
  Hit Die: d6
  39
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  Interjection Games
  Table: The Polycosmic
  Theurge
  Polycosmic Theurge
  
  Requirements
  To qualify to become a polycosmic theurge, a character
  must fulfill the following criteria.
  Skills: Knowledge (Arcana) 8 ranks, Linguistics 8
  ranks
  Spells: Able to recite 2nd­level recitations and cast
  etherspells containing 2nd­level manifestations.
  Class Skills
  The polycosmic theurge's class skills (and the key ability
  for each skill) are Appraise (Int), Craft (any) (Int),
  Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge
  (history) (Int), Knowledge (planes) (Int), Linguistics
  (Int), Perception (Wis), Profession (Wis), Spellcraft
  (Int), and Use Magic Device (Cha)
  Skill Ranks at Each Level: 2 + Int Modifier.
  Class Features
  All of the following are class features of the polycosmic
  theurge prestige class.
  Weapon
  and
  Armor
  Proficiency:
  Polycosmic
  theurges gain no proficiency with any weapon or armor.
  Ethermagic and Truemagic Progression
  A polycosmic theurge's levels in the polycosmic theurge
  prestige class stack with the levels of a reciting class he
  belonged to before adding the prestige class for the
  purpose of determining his effective caster level against
  dispel attempts, determining access to various codices
  as dictated by his reciting class, determining the
  number of recitations he knows, and determining the
  highest level recitation he can recite. He does not,
  however, gain any other benefit a character of that class
  would have gained, such as new inflections known.
  In
  addition,
  a
  polycosmic
  theurge's
  levels
  in
  the
  polycosmic theurge prestige class stack with the levels of
  an ethermagic­using class he belonged to before adding
  this prestige class for the purpose of determining his
  caster level and manifestations known, determining
  access
  to
  various
  etherhearts
  as
  dictated
  by
  his
  ethermagic­using class, determiningthe highest level
  recitation he can recite, and determining the size of his
  ether point pool and his EP regeneration rate. He does
  not, however, gain any other benefit a character of that
  class would have gained, such as new multiuniversal
  philosophies known.
  If a character had more than one reciting class or more
  than one ethermagic­using class before he became a
  polycosmic theurge, he must decide to which classes he
  adds his levels of polycosmic theurge.
  Purity of Energy (Su): At 1st level, the polycosmnic
  theurge learns an inflection of his choice from the
  ­kinetic family of inflections. He may apply an inflection
  from the ­kinetic family of inflections to a lesser blast or
  greater blast etherspell as though it were a 1st­level
  manifestation with an EP cost of 1. A polycosmic
  theurge cannot apply more than one inflection to a blast
  etherspell in this manner
  At 4th level, the polycosmic theurge learns an additional
  inflection of his choice from the ­kinetic family of
  inflections. Further, an inflection from the ­kinetic
  family of inflections added to a blast etherspell no
  longer
  counts
  toward
  the
  maximum
  number
  of
  manifestations that can be added to a blast etherspell.
  Ethereal Rhetoric (Sp): At 2nd level, a polycosmic
  theurge may expend 3 EP as a move action to imbue his
  voice with the extrauniversal force of the ether, granting
  him a +2 circumstance bonus to all truenaming checks
  he makes this round.
  Pierce the Veil (Su): At 3rd level, the polycosmic
  theurge learns how to manipulate the rate of diffusion of
  the ether by insisting that it is doing so in the First
  Language. As a swift action, he gains a number of EP
  equal to his Intelligence modifier. This ability may be
  used once per day.
  40
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  Truemagic Prestige Classes
  
  Incompatible with Life (Sp): At 5th level, the
  polycosmic theurge learns the following recitation as a
  bonus recitation.
  Incompatible with Life
  Recitation Level: 3
  Codex: Heart and Mind
  Similar
  School:
  normal
  ­
  necromancy;
  reverse
  ­
  abjuration
  Duration: normal ­ 3 rounds; reverse ­ 5 rounds
  Saving Throw: normal ­ Fortitude partial (see text);
  reverse ­ Fortitude negates (harmless)
  Normal: It matters not whether the quarry is a
  zombie or a man, the universe contains such horrors
  that can rend both asunder with equal ease.
  The subject becomes surrounded by a haze of gases and
  radiation that is not merely hazardous to lifeforms, but
  matter itself. The subject can attempt to resist this
  recitation’s effects with a Fortitude save ­ if he succeeds,
  he is merely staggered for 1 round as he gasps for
  breath. If the subject fails, he immediately begins to
  suffocate.
  On
  the
  subject's
  next
  turn,
  he
  falls
  unconscious and is reduced to 0 hit points. One round
  later, the subject drops to ­1 hit points and is dying. One
  round after that, the subject dies. Each round, the
  subject can delay that round's effects from occurring by
  making a successful Fortitude save, but the recitation
  continues for 3 rounds, and each time a subject fails his
  Fortitude save, he moves one step further along the
  track to suffocation. This recitation only affects living
  creatures that must breathe. It is impossible to defeat
  the effects of this recitation by simply holding one's
  breath ­ if the victim fails the initial saving throw, the air
  in his lungs is extracted, changed, or otherwise tainted.
  Reverse: Conversely, life enjoys being comfortable,
  and those who know how to rip apart matter tend to
  know how to make it all comfortable.
  The subject's body becomes wrapped in a bubble that
  clings tightly to his body. The bubble instantly removes
  airborne pollutants, including volcanic ash, inhaled
  poisons, airborne diseases, cloud spells like cloudkill or
  incendiary cloud, and so on. Any airborne objects larger
  than a particulate, such as stone in a rockslide, snow in
  an avalanche, projectile lava, or a thrown boulder, are
  unaffected by the bubble, though it does try its hardest.
  Speaker of the Word
  Many religions predicated on the notion of a creator
  god have little good to say of truenamers, mainly
  because their studies directly contradict their gospel.
  Normally, such a problem can be swept under the rug,
  but the fact that truenamers can subtly shift the
  universe itself makes dealing with them a bit more
  difficult than a standard challenge to religious dogma.
  In an effort to discredit their blasphemous claims, a
  number of major religions each enrolled several of
  their best scholars in various institutions of higher
  linguistic learning to get to the bottom of this "First
  Language" nonsense once and for all. Few returned to
  their respective churches, the others having started a
  religion of their own after being exposed to what they
  believe is the tongue of creation itself.
  Shunned by their parent religions, speakers of the
  word are clerics and paladins whose studies into the
  First Language have brought them to accept this
  tongue as an integral part of their belief system.
  Though they still cling to the notion of their god as the
  original speaker of this miraculous language, their
  former church's doctrine regarding the creation of the
  world is no longer palatable. Much to the chagrin of
  the established churches that kicked these individuals
  out, their gods are still happy to supply them with
  divine magic and recitations powered by their divine
  will. To the established ecclesiarchy, the idea that these
  individuals may actually be right is utterly terrifying.
  Author: Bradley Crouch.
  Role: Speakers of the word combine divine magic and
  the First Language, both aspects of their god's will, into
  a single, cohesive whole. Their channeled energy carries
  with it the will to change the universe itself, making
  them particularly terrifying opponents in close quarters.
  Alignment: A speaker of the word's alignment must be
  within one step of her deity's, along either the law/chaos
  axis or the good/evil axis.
  Hit Die: d6
  Requirements
  To qualify to become a speaker of the word, a character
  must fulfill all of the following criteria.
  Skills: Linguistics 6 ranks.
  Spells: Able to recite from the Codex of Artifice and
  cast 2nd­level divine spells.
  Special: Channel energy class feature; must worship a
  deity and not an ideal or concept.
  Class Skills
  The speaker of the word's class skills (and the key ability
  for
  each
  skill)
  are
  Diplomacy
  (Cha),
  Knowledge
  (religion) (Int), and Linguistics (Int).
  Skill Ranks at Each Level: 2 + Int Modifier.
  41
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  Interjection Games
  Speaker of the Word
  
  Class Features
  All of the following are class features of the speaker of
  the word prestige class.
  Weapon and Armor Proficiency: Speakers of the
  word gain no proficiency with any weapon or armor.
  Spells and Recitations per Day
  When a new speaker of the word level is gained, the
  character gains new spells per day as if he had also
  gained a level in any one divine spellcasting class he
  belonged to before he added the prestige class and any
  one reciting class he belonged to previously. He does
  not, however, gain other benefits a character of that
  class would have gained. This essentially means that he
  adds the level of speaker of the word to the level of
  whatever other reciting class and divine spellcasting
  class the character has, then determines spells per day,
  spells known, recitations known, access to the various
  codices, and caster level accordingly. If a character had
  more than one reciting class or more than one divine
  spellcasting class before he became a speaker of the
  word, he must decide to which class he adds each level
  of speaker of the word for the purpose of determining
  spells and recitations per day.
  Divine Recitation (Su): At 1st level, a speaker of the
  word has had his conceptual linkage of religion and the
  First Language validated by the most authoritative of
  sources: his god. The speaker gains a 1st­level recitation
  slot. Whenever the speaker prepares divine spells for
  the day, he may also prepare a 1st­level recitation as
  though it were a non­spontaneous divine spell. No
  inflections
  may
  be
  added
  to
  this
  recitation.
  This
  recitation may be cast as though it were a divine spell
  whose spell level is equal to its recitation level and
  whose school is the same as the recitation's similar
  school.
  At 3rd level, the speaker gains a 2nd­level recitation slot
  that can be used in the same manner. At 5th level, the
  speaker gains a 3rd­level recitation slot.
  Religious Scholar (Ex): At 1st level, a speaker of the
  word gains a sacred bonus to truenaming checks equal
  to half of the class level of the divine spellcasting class
  that was chosen to have its spells progress as he levels in
  this prestige class, rounded down, minimum 1.
  Channel the Word: At 2nd level, a speaker of the
  word gains the ability to add a recitation to his
  channeled energy. Whenever the speaker channels
  energy,
  he
  may
  simultaneously
  recite
  a
  1st­level
  recitation from the Codex of Heart and Mind. Doing so
  increases the activation time of the channel energy class
  feature to a full­round action that provokes attacks of
  opportunity and makes the ability spell­like instead of
  supernatural. As the activation time is already a full­
  round action, no inflection may be added. If the
  truenaming check for the recitation is successful, then
  all creatures affected by the channeled energy are also
  affected by the recitation. If the truenaming check is not
  successful, then nothing happens and the use of the
  channel energy class feature is wasted. If the recitation
  is counterspelled, then the entire channel energy is
  countered.
  At 4th level, the speaker gains the ability to recite 2nd­
  level recitations from the Codex of Heart and Mind in
  the same manner.
  Divine Inflection (Su): At 5th level, the speaker of
  the word's bond with his deity strengthens to the point
  that he can add a single inflection to each of his
  recitation slots granted by the divine recitation class
  feature.
  42
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  Truemagic Prestige Classes
  Table: The Speaker of the
  Word
  
  Trueshaper
  The First Language can do anything the speaker knows
  how to demand, but the breadth of sensations for
  which
  the
  average
  sapient
  must
  account
  simply
  overwhelms even the finest of minds. By purposefully
  limiting their vision to filter out the noise and allow
  them
  to
  focus
  on
  their
  immediate
  surroundings,
  trueshapers achieve unparalleled control of their own
  little world.
  Kickstarter Backer: Brandon F.
  Author: Bradley Crouch.
  Role: Trueshapers are masters of the Codex of Far­
  Flung Spheres, and can temporarily transform their
  immediate surroundings into anything they desire.
  Alignment: Trueshapers can be of any alignment, but
  tend to be megalomaniacal.
  Hit Die: d6
  Requirements
  To qualify to become a trueshaper, a character must
  fulfill all of the following criteria.
  Skills: Perception 7 ranks.
  Spells: Able to recite from the Codex of Far­Flung
  Spheres.
  Class Skills
  The trueshaper's class skills (and the key ability for each
  skill)
  are
  Appraise
  (Int),
  Knowledge
  (local)
  (Int),
  Linguistics (Int), and Perception (Wis).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the trueshaper
  prestige class.
  Weapon and Armor Proficiency: Trueshapers gain
  no proficiency with any weapon or armor.
  Recitations per Day
  A trueshaper's levels in the trueshaper prestige class
  stack with the levels of a reciting class he belonged to
  before adding the prestige class for the purpose of
  determining his effective caster level against dispel
  attempts, as well as for determining the highest level
  recitation he can recite. He does not, however, gain any
  other benefit a character of that class would have
  gained, such as new recitations known. Instead, at each
  new trueshaper level, a trueshaper learns a single
  recitation from the Codex of Far­Flung Spheres for
  which he meets all of the prerequisites.
  Clouded Curse (Ex): At 1st level, the trueshaper gains
  the clouded vision oracle curse. Unlike standard oracle
  curses, this curse is based on his effective caster level
  against dispel attempts made against his recitations
  rather than oracle level. If the trueshaper already has
  the clouded vision oracle curse from another source,
  then he adds his levels from that other source to his
  effective caster level.
  Coalescing Spheres (Sp): At 1st level, a trueshaper's
  recitations begin to manifest in a slightly different
  manner. All recitations from the Codex of Far­Flung
  Spheres
  have
  the
  following
  characteristics.
  This
  overrides their normal behavior.
  Range: 30 feet
  Area: 20­foot radius centered on you
  Special: All recitations from the Codex of Far­Flung
  Spheres remain centered on the trueshaper as he moves.
  At 3rd level and 5th level, the radius of recitations from
  the Codex of Far­Flung Spheres increases by +5 feet, to
  a maximum of 30 feet at 5th level.
  Inflections: At 2nd level and 4th level, the trueshaper
  gains an inflection for which he meets all of the
  prerequisites. This inflection may only be applied to
  recitations from the Codex of Far­Flung Spheres.
  Eye of the Storm (Sp): At 3rd level, whenever the
  trueshaper recites a recitation from the Codex of Far­
  Flung Spheres, he may choose not to include himself in
  its effects, though it still follows him as he moves.
  Master of Spheres: At 5th level, both of the Codex of
  Far­Flung Spheres­exclusive inflections the trueshaper
  chose at 2nd and 4th level have their Malleability DC
  Modifier reduced by ­1, to a minimum of +0.
  43
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  Interjection Games
  Table: The Trueshaper
  
  Willshackler
  "To know the true name of a man is to know all of his
  secrets. To know the true name of an outsider is to own
  it." ­Phineas Larch, master truenamer
  Just as a strong vocabulary of the fundamentals of the
  universe grants control over how the universe is
  shaped using those fundamentals, knowledge of a
  creature's true name results in a measure of control
  over that creature. In the case of outsiders, such as
  devas, demons, and devils, knowledge of a true name
  nearly equates to outright ownership. Though most
  creatures that a researcher would consider to be high
  value hide their true names in some way, shape, or
  form, some are ignorant or cocky and can be ensnared
  with but a single word.
  Willshacklers are truenamers who have proceeded
  down the path of proper nouns in the First Language.
  Though knowledge of one or two proper nouns is
  indeed powerful, willshacklers posit that learning the
  speech patterns for the proper nouns of entire races is
  much more powerful. Though the control willshacklers
  have over each individual is necessarily quite slight,
  blurting the most common syllables used for the proper
  names of a particular race does indeed allow for the
  formation of weak bonds between the reciter and the
  victim.
  Author: Bradley Crouch
  Role: Collecting common proper noun syllables in the
  same manner their unspecialized colleagues collect
  recitations, willshacklers resemble truenamers in form
  and function. Though their growth of understanding of
  the various codices is somewhat retarded, they bring to
  bear a number of potent command words that affect
  specific races and creature subtypes.
  Alignment:
  Any.
  Though
  the
  desire
  to
  assert
  dominance over other creatures is typically the realm of
  the lawful individual, there have been cases of agents of
  chaos who had the discipline to learn the craft simply
  because of its sheer potential for shenanigans.
  Hit Die: d6
  Requirements
  To qualify to become a willshackler, a character must
  fulfill all of the following criteria.
  Skills: Linguistics 10 ranks.
  Spells: Able to recite from the Codex of the Realized
  Vision
  Feats: Skill Focus (Linguistics)
  Class Skills
  The willshackler's class skills (and the key ability for
  each skill) are Bluff (Cha), Diplomacy (Cha), Intimidate
  (Cha), Knowledge (planes) (Int), Linguistics (Int), and
  Spellcraft (Int).
  Skill Ranks at Each Level: 2 + Int Modifier.
  Class Features
  All of the following are class features of the willshackler
  prestige class.
  Weapon and Armor Proficiency: Willshacklers
  gain no proficiency with any weapon or armor.
  44
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  Truemagic Prestige Classes
  Table: The Willshackler
  
  Recitations per Day
  At
  the
  indicated
  levels,
  a
  willshackler
  gains
  new
  recitations as if he had also gained a level in a reciting
  class he belonged to before adding the prestige class. He
  does not, however, gain any other benefit a character of
  that class would have gained, except for recitations
  known, access to the various codices, and an increased
  effective level of reciting. If a character had more than
  one reciting class before becoming a willshackler, he
  must decide to which class he adds the new level for the
  purpose of determining recitation progression.
  Command
  Word
  (Su):
  Starting at 1st level, a
  willshackler begins to devise sets of instructions to the
  universe that feed off of his study on proper names
  within
  the
  First
  Language.
  These
  are
  known
  as
  command words. Command words can be used as a
  standard action and generally follow the rules for
  recitations,
  meaning
  that
  though
  their
  use
  is
  a
  supernatural
  ability,
  they
  provoke
  attacks
  of
  opportunity unless spoken on the defensive. As they are
  supernatural, they cannot be counterspelled, dispelled,
  or dismissed. Command words have a range of 60 feet
  and affect a single creature whose creature type has
  been selected as one of the willshackler's nomenclature
  studies. Inflections can be applied to command words,
  with all of the usual effects. As they are treated like
  recitations, command words are also subject to all of the
  Laws
  of
  the
  universe.
  Command
  words
  have
  no
  recitation level. To that end, the truenaming DC of each
  command word is listed in its entry. The DC of a saving
  throw called for by a command word is equal to 10 + the
  speaker's
  willshackler
  class
  level
  +
  the
  speaker's
  Intelligence
  modifier.
  The
  willshackler
  gains
  a
  command word from the list below at 1st, 2nd, 4th, 6th,
  and 8th level.
  Though many command words appear as though they
  are mind­affecting abilities, they are not. The universe is
  forcing the behavior to occur by narrowing future
  possibility to only allow the desired behavior, and if the
  universe wills it, it happens. To that end, creatures that
  are generally immune to conditions imposed by or
  bonus types granted by a command word are affected by
  them instead. Skeletons with a morale bonus and
  sickened oozes can indeed happen, that is, if the
  universe wills it. Similarly, this direct imposition by the
  universe makes it so command words do not have a
  similar school that can be manipulated by outside
  forces.
  Ameliorate
  Duration: instantaneous
  Truenaming DC: 13
  Under the right circumstances, one word can be the
  only ray of hope somebody needs. The remaining
  duration of a chosen condition affecting the subject is
  reduced by 5 rounds. If the willshackler does not know
  what conditions a creature is already subject to, he may
  try to guess, but there is no effect if he names a
  condition the creature does not have. A successful Will
  save negates this effect.
  Debilitate
  Duration: 5 rounds
  Truenaming DC: 19
  A single word can force a creature to be very unwell. At
  the beginning of the subject's turn, it is both staggered
  and sickened for 1 round unless it makes a successful
  Fortitude save. Undead subjects must make a Will save
  instead.
  A willshackler must be at least 6th level to select this
  command word.
  Exacerbate
  Duration: instantaneous
  Truenaming DC: 13
  When it looks like the worst is just about over, a single
  word can change that. The remaining duration of a
  condition of the willshackler's choice affecting the
  subject is doubled. If the willshackler does not know
  what conditions a creature is already subject to, he may
  try to guess, but there is no effect if he names a
  condition the creature does not have. A successful Will
  save negates this effect.
  Germinate
  Duration: 5 rounds
  Truenaming DC: 16
  A word of growth causes roots and vines to burst from
  the subject's body and root themselves into nearby
  terrain. The subject is rendered incapable of movement
  unless it makes a successful Reflex save. Creatures stuck
  in this fashion may attempt to break free as a standard
  action. This requires a DC 20 Strength check. Creatures
  that make their Reflex save or Strength check are
  entangled for the remainder of the command word's
  duration. Incorporeal creatures and creatures that are
  not adjacent to a suitable anchor, such as the ground or
  a wall, are completely immune to this command word.
  Incapacitate
  Duration: instantaneous
  Truenaming DC: 16
  With but a single word, a creature can be frozen in its
  tracks. The subject is stunned for 1 round with a
  Fortitude save to negate. Undead subjects must make a
  Will save instead.
  Though this effect is instantaneous, once this command
  word is spoken, it cannot be spoken again for 5 rounds
  in accordance with the Law of Flowing Rhetoric.
  Invigorate
  Duration: 5 rounds
  Truenaming DC: 19
  Your command gives a creature a mighty burst of
  energy. The subject gains a +4 morale bonus to both
  Strength and Constitution.
  A willshacker must be at least 4th level to select this
  command word.
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  Lacerate
  Duration: instantaneous
  Truenaming DC: 19
  Stick and stones do indeed break bones, but the right
  choice of words can gut a man. The subject takes bleed
  damage equal to 10% of its maximum hit points,
  rounded down. A successful Reflex save halves the
  damage.
  A willshackler must be at least 4th level to select this
  command word.
  Mutilate
  Duration: instantaneous
  Truenaming DC: 16
  This command word is spoken as a move action rather
  than
  as
  a
  standard
  action.
  The
  affected
  creature
  immediately makes an attack against itself with its most
  deadly wielded weapon or natural weapon unless it
  makes a successful Will save.
  Though this effect is instantaneous, once this command
  word is spoken, it cannot be spoken again for 5 rounds
  in accordance with the Law of Flowing Rhetoric.
  Obfuscate
  Duration: 5 rounds
  Truenaming DC: 13
  A creature affected by this command word has its
  judgement impaired. The subject takes a penalty to its
  Sense Motive checks equal to your Intelligence modifier.
  A successful Will save negates.
  Substantiate
  Duration: 5 rounds
  Truenaming DC: 16
  A creature affected by this command word is compelled
  to tell the truth, the whole truth, and nothing but the
  truth. The subject must clearly and truthfully respond to
  all queries posed to it. A successful Will save negates.
  Nomenclature Study: At 1st level, a willshackler has
  produced a list of syllables that are exceedingly common
  in the true names given to a certain creature type by the
  universe. Select a single creature type from Table:
  Nomenclature Study Creature Types. The willshackler
  can now target creatures of that creature type with his
  command words. At 3rd level and every two levels
  beyond 3rd, the willshackler selects another creature
  type. He may choose the same creature type multiple
  times. The Difficulty Class of his command words
  increases by +1 against that specific creature type for
  each time it has been selected beyond the first.
  If the willshackler chooses humanoids or outsiders as
  his
  nomenclature
  study,
  he
  must
  also
  choose
  an
  associated subtype, as indicated on the table below.
  (Note that there are other types of humanoid to choose
  from—those called out specifically on the table below
  are merely the most common.) If a specific creature falls
  into more than one category of nomenclature study, the
  willshackler's bonuses do not stack; he simply uses
  whichever bonus is higher.
  True Name: At 5nd level, a willshackler has randomly
  stumbled across the full true name of a creature whose
  creature type is one of his nomenclature studies. He
  gains the true name arcane discovery; however, the
  willshackler can bind more than just outsiders to his
  will.
  Command Word: Annihilate (Su): At 10th level, a
  willshackler learns how to order the universe to utterly
  eliminate a creature. Treat this as a command word with
  a duration of instantaneous and a truenaming DC of 25.
  The subject must make a Fortitude save or fold in upon
  itself
  before
  vanishing
  utterly
  from
  the
  universe.
  Undead subjects must instead make a Will save. The
  wish and miracle spells can return to life those who
  have been eliminated in this fashion. This command
  word can only be used once per day per nomenclature
  study the willshackler has. That is to say, if the
  willshackler selected humans as his nomenclature study
  twice
  and
  halflings
  three
  times,
  he
  can
  use
  this
  command word on humans twice per day and on
  halflings three times per day.
  46
  Bradley Crouch, Thilo Graf, Jason Linker
  Truemagic Prestige Classes
  Table: Nomenclature Study
  Creature Types
  
  Wordsworn Defender
  Martial champions attached to various institutions of
  the study of truenaming, wordsworn defenders are the
  muscle that repel those who would do harm to the
  scholars of the First Language. Defensive rather than
  offensive
  martial
  specialists,
  they
  are
  capable
  of
  wielding tower shields with astounding alacrity and
  are known to scrawl various notations on the back of
  their shields as a truenaming aid.
  Author: Bradley Crouch.
  Role: Wordsworn defenders are frontline fighters who
  are also capable of fairly potent truemagic. This gives
  them
  a
  distinct
  advantage
  against
  other
  martial
  specialists.
  Alignment: Wordsworn defenders can be of any
  alignment; however, mastering both the use of martial
  techniques and truenaming tends to attract only the
  most disciplined, and usually lawful, personalities.
  Hit Die: d10
  Requirements
  To qualify to become a wordsworn defender, a character
  must fulfill all of the following criteria.
  Skills: Linguistics 5 ranks.
  Spells: Able to recite from the Codex of Far­Flung
  Spheres.
  Weapon and Armor Proficiency: Proficient with all
  martial weapons and tower shields.
  Class Skills
  The speaker of the word's class skills (and the key ability
  for each skill) are Climb (Str), Knowledge (arcana) (Int),
  Linguistics (Int), Ride (Str), Spellcraft (Int), and Swim
  (Str).
  Skill Ranks at Each Level: 2 + Int Modifier.
  Class Features
  All of the following are class features of the wordsworn
  defender prestige class.
  Weapon
  and
  Armor
  Proficiency:
  Wordsworn
  defenders gain no proficiency with any weapon or
  armor.
  Recitations per Day
  At the indicated levels, a wordsworn defender gains new
  recitations as if he had also gained a level in a reciting
  class he belonged to before adding the prestige class. He
  does not, however, gain any other benefit a character of
  that class would have gained, except for recitations
  known, access to the various codices, and an increased
  effective level of reciting. If a character had more than
  one
  reciting
  class
  before
  becoming
  a
  wordsworn
  defender, he must decide to which class he adds the new
  level
  for
  the
  purpose
  of
  determining
  recitation
  progression.
  Encumbered Recitation Specialization (Ex): At
  1st level, a wordsworn defender's extensive training with
  tower shields has made him particularly adept in their
  use while simultaneously reciting. The armor check
  penalty of any tower shield he wields is halved, rounded
  down, for the purpose of determining truenaming DCs.
  47
  Ultimate Truenaming
  Interjection Games
  Table: The Wordsworn
  Defender
  
  Rapid Setup (Ex): Starting at 2nd level, a wordsworn
  defender can use a tower shield to grant himself total
  cover as a move action rather than as a standard action.
  Scribbled Notes: Starting at 2nd level, a wordsworn
  defender begins to affix random notes on proper
  pronunciation and the like to the back of his tower
  shield. Whenever he spends an hour apologizing to the
  universe each day to reset the Law of Finite Malleability,
  the wordsworn defender can also scribe various notes
  on the back of a single tower shield. As which notes are
  most pertinent to his needs are always changing, a
  wordsworn defender only receives benefit from the most
  recent set of notes he produces. As such, producing a
  new set of notes renders previous sets of notes obsolete.
  Whenever the wordsworn defender is granted total
  cover by his scribed tower shield, he gains the benefits
  of the notes placed upon it.
  At 2nd level, the wordsworn defender's notes grant him
  a +1 bonus to truenaming checks made when reciting
  from a single codex. This codex must be one from which
  he can recite, must be different from the codex chosen
  for any other set of notes, and can change each time he
  scribes notes on a tower shield.
  At 5th level, the wordsworn defender's notes grant him
  a +1 bonus to truenaming checks made when reciting
  from a single codex. This codex must be one from which
  he can recite, must be different from the codex chosen
  for any other set of notes, and can change each time he
  scribes notes on a tower shield.
  At 7th level, the wordsworn defender's notes grant him a
  +1 bonus to the Difficulty Class of all saving throws
  called for by his recitations, as well as +2 to caster level
  checks made to overcome spell resistance when reciting.
  At 10th level, notes that grant a +1 bonus to truenaming
  checks grant a +2 bonus instead.
  Bonus Combat Feat: At 3rd level, a wordsworn
  defender may choose a bonus combat feat. This is in
  addition to the feats that a character of any class
  normally gets from advancing levels. The character
  must still meet any prerequisites for these bonus feats.
  A
  wordsworn
  defender
  gains
  an
  additional
  bonus
  combat feat at 6th level and 9th level.
  Tower Shield Specialization (Ex): At 4th level, the
  wordsworn defender's penalty to attack rolls while
  wielding a tower shield is reduced by ­1. He also receives
  a +1 bonus to truenaming checks made while wielding a
  tower shield. At 8th level, the penalty is reduced by a
  further ­1 and his bonus to truenaming checks is
  increased by a further +1.
  Favorite Word (Sp): At 10th level, whenever a
  wordsworn defender recites a recitation from the Codex
  of Artifice, he may target his scribed tower shield in
  addition to the recitation's normal targets. His tower
  shield must be a legal target; however, when using this
  ability, a scribed tower shield counts as any piece of
  non­weapon, non­armor equipment.
  48
  Bradley Crouch, Thilo Graf, Jason Linker
  Truemagic Prestige Classes
  The wordsworn defender, being the only martial
  prestige class available to practitioners of truename
  magic, is also the best candidate for highlighting the
  relationship between the truemages and warriors of
  your campaign world.
  Relationship 1: Honored Colleagues
  The most positive relationship possible between
  truemages and wordsworn defenders is that of the
  colleague in equal standing. Though wordsworn
  defenders may not have the sheer truenaming
  capacity that a truenamer or scion of discordia
  enjoys, they have still taken the time to learn a
  significant portion of the First Language, and their
  particular insight into the nuances of combat makes
  it so they may very well be the authorities when it
  comes
  to
  the
  syllabic
  stressing
  of
  recitations
  involving weapons and battlegrounds. Though it
  may be a fairly narrow specialty, even among a
  bunch of scholars prone to hyperspecialization, the
  trade's tendency to hyperspecialize leads them to
  value and respect the talents of their peers, no
  matter how narrow.
  Relationship 2: The Guards
  Less positive than the relationship described above,
  wordsworn defenders may simply be thought of as
  the guardians, individuals to protect the primary
  practitioners as they go about their day­to­day
  business. This does not mean they're not respected,
  but
  rather
  there
  is
  a
  distinct
  role
  that
  these
  individuals are meant to fulfill, and it is this role
  that defines them.
  Relationship 3: The Hierarchy
  If the relationship between primary truemages and
  martial truemages is meant to be a primary plot
  point, then it's a good idea to make conflict. Easily
  the
  least
  positive
  relationship
  presented
  here,
  truemages believe that the First Language is all that
  matters, as perfect control over it would create an
  individual who can handily defeat the gods at their
  own game. To spend a moment doing anything else
  is insanity, thus making everyone from wordsworn
  defenders to speakers of the word second­class
  citizens in the eyes of the truemages.
  Sidebar: A Brute in the
  Truenamers' Court
  
  Codex of Heart and Mind Summary
  Level 1
  Attraction
  normal ­ Subject is pulled 10 feet toward you and
  provokes attacks of opportunity with movement.
  reverse ­ Subject is pushed 10 feet away from you and
  provokes attacks of opportunity with movement
  Bolstering Chant
  normal ­ Subject gets a stacking DR 2/­
  reverse ­ Subject's DR is reduced by 2
  Graphic Description
  normal ­ Subject is sickened with a save to negate each
  round for that round
  reverse ­ Subject gets a +2 alchemical bonus to saves
  against sickening and nauseating effects
  Hasty Intonation
  normal ­ Subject gets +20 feet to base land speed
  reverse ­ Subject's base land speed is reduced by half
  Instruct the Freshly Dead
  normal ­ Subject, a fresh corpse whose zombie would
  have 2 HD or less, is raised as a zombie under your
  control for a short time
  reverse ­ Subject, a mindless undead with 2 HD or less,
  is destroyed after a 2 round wait
  Mindbite
  normal ­ Subject gains a +2 alchemical bonus to saves
  against poison
  reverse ­ Subject takes 2 points of Intelligence damage
  after a 2 round wait. Poison
  Piercing Proclamation
  normal ­ Subject takes 1d8 sonic damage
  reverse ­ Mute creature can speak
  Snapping Sinew, Lesser
  normal ­ Subject gets a +3 bonus to his next damage roll
  with a weapon that applies Strength to damage
  reverse ­ Subject takes a ­3 penalty to his next damage
  roll with a weapon that applies Strength to damage
  Stimulate Body, Lesser
  normal ­ Subject gains a +2 enhancement bonus to your
  choice of physical ability score
  reverse ­ Subject takes a ­2 penalty to your choice of
  physical ability score
  Stimulate Mind, Lesser
  normal ­ Subject gains a +2 enhancement bonus to your
  choice of mental ability score
  reverse ­ Subject takes a ­2 penalty to your choice of
  mental ability score
  Venomous Tongue
  normal ­ Subject gains a +2 alchemical bonus to saves
  against poison
  reverse ­ Subject takes 2 points of Constitution damage
  after a 2 round wait. Poison
  Verbal Alchemy, Lesser
  normal ­ Subject can spit acid twice as a flask of acid
  reverse ­ Subject can spit flames once as a flask of
  alchemist's fire
  Wholeness Locution, Lesser
  normal ­ Subject gains fast healing 1
  reverse ­ Subject takes 2 damage, then 1 damage each
  round
  Level 2
  Building Vitality, Lesser
  normal ­ Each round, subject gains 1 + rounds elapsed
  temporary hit points, max 3
  reverse ­ Each round, subject takes 1 + rounds elapsed
  damage, max 3
  Declaration of Combustion
  normal ­ Subject explodes after a 2 round wait, taking
  4d6 fire damage and dealing 3d6 fire damage to nearby
  creatures
  reverse ­ Subject loses the ability to explode on death
  Disdain for the Derivative
  normal ­ Subject takes a ­2 penalty to DCs to all spells
  he casts of a chosen school
  reverst ­ Subject gets a +1 bonus to DCs to all spells he
  casts of a chosen school
  Energetic Buffer, Lesser
  normal ­ Subject gains temporary immunity to a chosen
  energy type
  reverse ­ Subject takes double damage from a chosen
  energy type
  Incendiary Remarks
  normal ­ Subject takes 4d6 points of fire damage and
  lights on fire
  reverse ­ Creatures attacking subject take 1d4+1 fire
  damage; if maximum damage is rolled, attack takes a ­2
  penalty to AC
  Lament of the Platypus
  normal ­ Subject take a ­2 penalty to his next saving
  throw
  reverse ­ Subject gets a +2 insight bonus to his next
  saving throw
  Mending Verse
  normal ­ Subject is healed for 3d6 points of damage
  after a 2 round wait. Damages undead
  reverse ­ Subject takes 3d6 points of damage after a 2
  round wait. Heals undead
  Runoncitation
  normal ­ Remaining duration of a recitation increases
  by +1 round
  reverse ­ Remaining duration of a recitation decreases
  by 1 round
  Stir Fears
  normal ­ Subject is shaken
  reverse ­ Subject gets a +4 morale bonus to saves
  against fear
  49
  Ultimate Truenaming
  Interjection Games
  Codices
  
  Uttered Portents
  normal ­ Subject gets a +4 insight bonus to his next
  attack roll
  reverse ­ Subject takes a ­4 penalty to his next attack
  roll
  Verbal Alchemy
  normal ­ Subject can spit acid five times as a flask of
  acid; swift action to spit
  reverse ­ Subject can spit flames three times as a flask of
  alchemist's fire; swift action to spit
  Word of Resilience, Lesser
  normal ­ Subject gains a +2 enhancement bonus to
  natural armor
  reverse ­ Subject takes a ­2 penalty to natural armor; if
  subject has no natural armor, ­1 AC instead
  Level 3
  Boastful Oratory
  normal ­ Roll choice of die from d4 to d12 and store
  result; when subject rolls stored result for weapon
  damage, deal maximum damage instead
  reverse ­ Roll choice of die from d4 to d12 and store
  result; when subject rolls stored result for weapon
  damage, deal minimum damage instead
  Building Vitality
  normal ­ Each round, subject gains 3 + rounds elapsed
  temporary hit points, max 5
  reverse ­ Each round, subject takes 3 + rounds elapsed
  damage, max 5
  Corrosive Remarks
  normal ­ Subject takes 6d6 acid damage and takes a ­2
  penalty to AC
  reverse ­ Creatures attacking subject take 1d4+3 acid
  damage; if maximum damage is rolled, attacker takes a
  ­2 penalty to AC
  Graceful Withdrawal
  normal ­ If the subject deals damage in melee, his
  movement does not provoke attacks of opportunity that
  round
  reverse ­ If the subject misses a creature in melee, he
  provokes an attack of opportunity from the creature he
  missed
  Gravity's Bane
  normal ­ Subject gains a 30­ft. fly speed with perfect
  maneuverability
  reverse ­ Subject loses the ability to use mechanical
  means of flight
  Ode to the Porcupine
  normal ­ Creatures that attack the subject in melee take
  damage. Damage increases as the bodily contact of the
  attack becomes more intimate
  reverse ­ If the subject has abilities that return damage
  to melee attackers, the damage dealt by these abilities is
  halved
  Snapping Sinew
  normal ­ Subject gets a +7 bonus to his next damage roll
  with a weapon that applies Strength to damage
  reverse ­ Subject takes a ­7 penalty to his next damage
  roll with a weapon that applies Strength to damage
  Stimulate Body
  normal ­ Subject gains a +4 enhancement bonus to your
  choice of physical ability score
  reverse ­ Subject takes a ­4 penalty to your choice of
  physical ability score
  Stimulate Mind
  normal ­ Subject gains a +4 enhancement bonus to your
  choice of mental ability score
  reverse ­ Subject takes a ­4 penalty to your choice of
  mental ability score
  Swift Intonation
  normal ­ Subject makes an additional attack at his
  highest attack modifier when making a full­attack action
  reverse ­ Subject cannot make a full­attack action
  Transmogrify
  normal ­ Subject gains a bite attack
  reverse ­ Subject loses a natural attack of your choice
  Waste Away
  normal ­ Subject takes 2d6 points of damage and is
  sickened each round
  reverse ­ Subject gains an additional saving throw to
  end a mundane poison, mundane disease, sickening, or
  nauseating effect
  Whispers of Glastiglaroth
  normal ­ Subject receives +10 competence bonus to
  chosen skill if totally untrained in that skill; can perform
  skill untrained
  reverse ­ Subject's ranks in chosen skill are set to 0;
  cannot perform chosen skill untrained if mental in
  nature
  Wholeness Locution
  normal ­ Subject gains fast healing 3
  reverse ­ Subject takes 4 damage, then 3 damage each
  round
  50
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind Summary
  
  Level 4
  Creation's Enmity
  normal ­ Subject takes 1d4+1 temporary negative levels
  after a 3 round wait
  reverse ­ Subject is warded against death and negative
  energy effects
  Crushing Insults
  normal ­ Subject's morale bonuses are suppressed
  reverse ­ Subject is immune to mind­affecting abilities
  that do not grant a morale bonus
  Fatal Attraction
  normal ­ Subject is pulled 30 feet toward you, taking
  damage if it strikes an obstruction
  reverse ­ Subject is pushed 30 feet away from you,
  taking damage if it strikes an obstruction
  Imminent Danger
  normal ­ Subject has a +4 bonus to AC when denied his
  Dexterity bonus to AC and receives a +2 insight bonus
  to saves against traps
  reverse ­ Subject takes a ­4 penalty to AC when denied
  his Dexterity bonus to AC and takes a ­2 penalty to saves
  against traps
  Impending Doom
  normal ­ Subject takes 1d10 points of damage to a
  chosen ability score after a 2 round wait
  reverse ­ Subject is cured of 1d10 points of damage to a
  chosen ability score after a 2 round wait
  Intonation of the Luchadore
  normal
  ­
  Subject
  does
  not
  provoke
  attacks
  of
  opportunity when making combat maneuvers associated
  with wrestling
  reverse ­ Subject provokes attacks of opportunity when
  making combat maneuvers associated with wrestling,
  even if he has feats or abilities that say he does not
  Peristaltic Chain Reaction
  normal ­ Subject is nauseated with a save to negate each
  round for that round
  reverse ­ Subject gets a +5 alchemical bonus to saves
  against sickening and nauseating effects
  Shocking Remarks
  normal ­ Subject takes 9d6 points of damage and is
  staggered
  reverse ­ Creatures attacking subject take 1d4+5 electric
  damage. Functions at range
  Vampiric Intonation
  normal ­ Subject takes 5d6 damage and you gain
  temporary hit points equal to the damage dealt
  reverse ­ You take 5d6 damage and subject gains
  temporary hit points equal to the damage dealt.
  Verbal Alchemy, Greater
  normal ­ Subject gains acid resistance and can spit acid
  five times as a flask of acid; free action 1/round to spit
  reverse ­ Subject gains fire resistance and can spit
  flames three times as a flask of alchemist's fire; free
  action 1/round to spit
  Word of Resilience
  normal ­ Subject gains a +4 enhancement bonus to
  natural armor
  reverse ­ Subject takes a ­4 penalty to natural armor; if
  subject has no natural armor, ­2 AC instead
  Wrestler's Motto
  normal ­ Subject has a +3 enhancement bonus to
  combat maneuver checks made in melee combat
  reverse ­ Subject takes a ­3 penalty to combat maneuver
  checks made in melee combat
  51
  Ultimate Truenaming
  Interjection Games
  Truename magic, being the use of the most primal of
  tongues, is defined by its dependence on the verbal.
  For
  the
  roleplay­conscious
  player,
  this
  makes
  creating
  a
  nonsense
  language
  to
  represent
  Truespeech a great way to define both his character
  and
  his
  craft.
  When
  developing
  this
  nonsense
  language, the roleplayer must decide whether or not
  to
  add
  discernable
  patterns.
  Patterns
  generally
  require
  that
  a
  roleplayer
  put
  more
  work
  into
  developing
  his
  "First
  Language",
  but
  the
  First
  Language can be utterly transformed in the process.
  No Patterns
  A recitation that makes an orc vanish may sound
  harsh and guttural, while the exact same recitation
  sounds bright and lilting when targeting a human.
  Making the First Language a random jumble of
  syllables is very, very easy to roleplay, and some
  fairly amusing sounds can be totally justified in the
  name of roleplaying a character to its fullest.
  When operating with a chaotic First Language,
  expect derision from wizards and other scholars,
  who view Truespeech as the rote memorization of
  thousands of random exceptions rather than as the
  pursuit of a cohesive craft. Similarly, clerics of
  Lawful deities may be personally affronted.
  Patterns
  Though recitations may vary greatly over the tiniest
  things, such as a simple scratch on a sword, there is a
  core to each recitation, and a truenamer's party
  eventually clues in on these core groupings.
  This
  gives the truenamer's player significant freedom in
  adding random syllables before and after these core
  words, while retaining a nugget for others.
  When operating with the First Language as a system
  of patterns, expect a greater rapport with wizards
  and other scholars, who see Truespeech as another
  worthy magical craft, but also expect clerics of
  Chaotic deities to believe that the First Language
  goes against the entropic principles of the universe.
  Of
  course,
  martial
  characters
  will
  treat
  the
  truenamer as they would any spellcaster: cautiously.
  Sidebar: Roleplaying
  Recitations
  
  Level 5
  Chilling Remarks
  normal ­ Subject takes 12d6 cold damage and has its
  speed reduced by half for 5 rounds
  reverse ­ Creatures attacking subject take 1d4+7 cold
  damage; if maximum damage is rolled, attacker's speed
  is reduced by half
  Command the Freshly Dead
  normal ­ Subject, a fresh corpse whose zombie would
  have 12 HD or less, is raised as a zombie for a short time
  reverse ­ Subject, a mindless undead with 12 HD or less,
  is destroyed after a 2 round wait
  Energetic Buffer
  normal ­ Subject gains temporary immunity to a chosen
  energy type
  reverse ­ Subject takes double damage from a chosen
  energy type
  Muddling Invective
  normal ­ Subject takes 2 points of damage to all mental
  ability scores each round. Poison
  reverse ­ Subject has a +5 alchemical bonus against
  poisons that damage mental ability scores
  Piercing Proclamation, Greater
  normal ­ Subject takes 10d8 sonic damage
  reverse ­ Subject is unaffected by magical silence
  Proclamation of Intervention
  normal ­ Whenever you or the subject are charged, you
  and subject switch places before charge is resolved
  reverse ­ Whenever you or the subject charge a creature,
  you and subject switch places before charge is resolved
  Runoncitation, Greater
  normal ­ Remaining duration of a recitation increases
  by +2 rounds
  reverse ­ Remaining duration of a recitation decreases
  by 2 rounds
  Stimulate Body, Greater
  normal ­ Subject gains a +6 enhancement bonus to your
  choice of physical ability score
  reverse ­ Subject takes a ­6 penalty to your choice of
  physical ability score
  Stimulate Mind, Greater
  normal ­ Subject gains a +6 enhancement bonus to your
  choice of mental ability score
  reverse ­ Subject takes a ­6 penalty to your choice of
  mental ability score
  Toxic Invective
  normal ­ Subject takes 2 points of damage to all
  physical ability scores each round. Poison
  reverse ­ Subject has a +5 alchemical bonus against
  poisons that damage physical ability scores
  Wholeness Locution, Greater
  normal ­ Subject gains fast healing 5
  reverse ­ Subject takes 6 damage, then 5 damage each
  round
  Level 6
  Building Vitality, Greater
  normal ­ Each round, subject gains 3 + twice rounds
  elapsed temporary hit points, max 9
  reverse ­ Each round, subject takes 3 + twice rounds
  elapsed damage, max 9
  Creation's Rebuke
  normal ­ Subject takes 1 temporary negative level each
  round for 5 rounds
  reverse ­ A temporary negative level is removed from
  the subject each round for 5 rounds
  Declaration of Mass Combustion
  normal ­ Subject is marked as a bomb. Each round on
  your turn, marked individuals explode, dealing fire
  damage
  and
  marking
  those
  damaged,
  which
  then
  explode on your next turn (and so on)
  reverse ­ Subject gains resistance to all energy types
  that increases whenever he takes damage from an
  energy type
  Disconnect the Derivative
  normal ­ All magical equipment worn by subject
  becomes nonmagical
  reverse ­ All magical equipment worn by subject
  becomes immune to antimagic fields
  Mending Verse
  normal ­ Subject is healed for 12d6 points of damage
  after a 2 round wait. Damages undead
  reverse ­ Subject takes 12d6 points of damage after a 2
  round wait. Heals undead
  Snapping Sinew, Greater
  normal ­ Subject gets a +20 bonus to his next damage
  roll with a weapon that applies Strength to damage
  reverse ­ Subject takes a ­20 penalty to his next damage
  roll with a weapon that applies Strength to damage
  Terrifying Invocation
  normal ­ Subject is panicked
  reverse ­ Subject is immune to fear
  Translocate
  normal ­ Subject and up to 100 pounds of equipment
  teleport from current position to a square in range that
  you can see
  reverse ­ Subject finds it absolutely impossible to move
  from current position
  Vampiric Intonation, Greater
  normal ­ Subject takes 10d6 damage and you gain
  temporary hit points equal to the damage dealt
  reverse ­ You take 10d6 damage and subject gains
  temporary hit points equal to the damage dealt.
  Word of Resilience, Greater
  normal ­ Subject gains a +6 enhancement bonus to
  natural armor
  reverse ­ Subject takes a ­6 penalty to natural armor; if
  subject has no natural armor, ­3 AC instead
  52
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind Summary
  
  Codex of Heart and Mind: A Primer
  The first codex from which a truemage learns to recite,
  the Codex of Heart and Mind makes up the bulk of any
  truemage's vocabulary. Concerning itself with living
  things, the Codex of Heart and Mind is the easiest of all
  codices for the average truemage to understand because
  the average truemage understands what it means to be
  alive. Of course, the definition the universe uses for life
  is far more liberal than what we use, thus making the
  codex encompass everything from humans and elves to
  elementals and undead.
  The Codex of Heart and Mind features reversible
  recitations. That is to say, whenever a practitioner of
  truename magic recites a recitation from this codex, he
  gets to choose to produce one of two effects. All targets
  affected by the recitation are subject to the chosen
  effect. Both the normal and reverse variants of a
  recitation count as the same recitation for the purpose
  of the Law of Finite Malleability. If the spell descriptors,
  duration, saving throw, or similar school of the normal
  and reverse variants of a recitation differ in any way,
  then that line in a recitation's description will clearly
  show the difference between the two variants.
  All recitations within the Codex of Heart and Mind
  share the following characteristics unless otherwise
  noted.
  Range: 60 feet
  Target: A creature within range
  Spell Resistance: Yes
  Codex of Heart and Mind list
  Attraction
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: evocation [force]
  Duration: instantaneous
  Saving Throw: Will negates
  Normal: Your recitation defines the subject in three
  dimensional space as a function of its distance to you.
  In this instance, you claim that the subject is closer
  than it actually is.
  Your target is jerked toward you. The subject moves 10
  feet toward you in a straight line drawn from the reciter
  to the subject. This movement provokes attacks of
  opportunity, but the subject gets a +4 dodge bonus to
  AC against attacks of opportunity taken during this
  movement. If the subject would collide with a solid
  obstruction, another creature that is one size category
  smaller than it or larger, or the reciter, then its
  movement stops immediately in a square adjacent to
  that which stopped it.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: The much more popular reverse variant of
  this recitation defines the subject as being further away
  from you than it actually is.
  Your target is thrust away from you. The subject moves
  10 feet away from you in a straight line drawn from the
  reciter to the subject. This movement provokes attacks
  of opportunity, but the subject gets a +4 dodge bonus to
  AC against attacks of opportunity taken during this
  movement. If the subject would collide with a solid
  obstruction, another creature that is one size category
  smaller than it or larger, or the reciter, then its
  movement stops immediately in a square adjacent to
  that which stopped it.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
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  Codex of Heart and Mind List
  
  Boastful Oratory
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: As with most things said in the First
  Language, your proclamations of improbable efficacy
  on the part of the subject have a propensity to become
  true.
  Roll your choice of a d4, d6, d8, d10, or d12 and record
  the result of the roll. Whenever a weapon damage die
  rolled by the subject matches the recorded result, it is
  treated as though it were the maximum possible result
  of that die instead.
  For example, if the recorded result is a 3 and a
  greatsword wielder rolls a natural '3' and a natural '4'
  for weapon damage, then he is treated as though he had
  rolled a '6' and a '4', as 6 is the highest possible result on
  a d6.
  Reverse: Conversely, if your proclamations say the
  subject is a pathetic worm, that also tends to come true
  for a time.
  Roll your choice of a d4, d6, d8, d10, or d12 and record
  the result of the roll. Whenever a weapon damage die
  rolled by the subject matches the recorded result, it is
  treated as though it were the minimum possible result
  of that die instead.
  For example, if the recorded result is a 3 and a
  greatsword wielder rolls a natural '3' and a natural '4'
  for weapon damage, then he is treated as though he had
  rolled a '1' and a '4', as 1 is the lowest possible result on a
  d6.
  Bolstering Chant
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: abjuration
  Duration: 5 rounds
  Saving Throw: none
  Normal: By equating an individual and superior
  resilience, you make the subject of your recitation as
  tough as any barbarian.
  Your target becomes difficult to wound by physical
  means. The subject gains DR 2/­. If the subject already
  has damage reduction from any other source, then the
  greatest source of damage reduction present on the
  subject has its magnitude increase by +2. (For example,
  a fighter wearing adamantine full plate normally has DR
  3/­. With this recitation, it is increased to DR 5/­.)
  Reverse: Your recitation equates the subject and the
  concept of squishing like a bug.
  Your target becomes very easy to wound by physical
  means. If the subject has damage reduction, then the
  greatest source of damage reduction present on the
  subject has its magnitude decrease by ­2. (For example,
  a fighter wearing adamantine full plate normally has
  DR 3/­. With this recitation, it is decreased to DR 1/­.)
  Building Vitality
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: necromancy
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Fortitude negates
  Normal: Vitality flows into your subject, and as the
  universe gets used to doing so, it becomes more
  effective.
  The subject gains 3 temporary hit points. At the
  beginning of your turn, the subject gains temporary hit
  points equal to the number of temporary hit points it
  gained from this recitation last round +1 (max 5). These
  temporary hit points last for 1 round.
  Reverse: Vitality is ripped from your subject, and
  becomes more pronounced as time goes on.
  The subject takes 3 point of damage. At the beginning of
  your turn, the subject takes damage equal to the amount
  of damage it took from this recitation last round +1
  (max 5).
  54
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Building Vitality, Greater
  Recitation Level: 6
  Similar School: necromancy
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Fortitude negates
  Normal: Vitality flows into your subject, and as the
  universe gets used to doing so, it becomes more
  effective.
  The subject gains 3 temporary hit points. At the
  beginning of your turn, the subject gains temporary hit
  points equal to the number of temporary hit points it
  gained from this recitation last round +2 (max 9). These
  temporary hit points last for 1 round.
  Reverse: Vitality is ripped from your subject, and
  becomes more pronounced as time goes on.
  The subject takes 3 point of damage. At the beginning of
  your turn, the subject takes damage equal to the amount
  of damage it took from this recitation last round +2
  (max 9). Damage dealt in this manner is returned to you
  as temporary hit points. These temporary hit points last
  for 1 round.
  Building Vitality, Lesser
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: necromancy
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Fortitude negates
  Normal: Vitality flows into your subject, and as the
  universe gets used to doing so, it becomes more
  effective.
  The
  subject
  gains
  1
  temporary
  hit
  point.
  At
  the
  beginning of your turn, the subject gains temporary hit
  points equal to the number of temporary hit points it
  gained from this recitation last round +1 (max 3). These
  temporary hit points last for 1 round.
  Reverse: Vitality is ripped from your subject, and
  becomes more pronounced as time goes on.
  The subject takes 1 point of damage. At the beginning of
  your turn, the subject takes damage equal to the amount
  of damage it took from this recitation last round +1
  (max 3).
  Chilling Remarks
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: evocation [cold]
  Duration: normal ­ instantaneous; reverse ­ 5 rounds
  Saving Throw: Fortitude partial (see text)
  Normal: You spit words that can freeze the very
  lifeblood of your subject.
  Your target begins to freeze from the inside out. The
  subject takes 12d6 points of cold damage and has its
  burrow, swim, fly, climb, and base land speeds reduced
  by half for 5 rounds. A successful Fortitude save halves
  the damage and negates the slow effect.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: Your words ward the subject, causing a
  malevolent cold to lash out upon attackers.
  Your target is covered in a rime of icy cold. Whenever
  the subject is struck in melee, the subject's attacker
  takes 1d4+7 cold damage. If maximum cold damage is
  rolled, the attacker must make a Fortitude save or have
  its burrow, swim, fly, climb, and base land speeds
  reduced by half for 1 round.
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  Interjection Games
  
  Command the Freshly Dead
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: necromancy
  Duration: normal ­ 5 rounds; reverse ­ 2 rounds
  Saving Throw: normal ­ none; reverse ­ Will negates
  Normal: The universe has a name for everything, and
  that name changes whenever its condition changes.
  When it comes to organic life, however, the universe
  has learned to wait a few minutes before declaring a
  living being a corpse. Life has this interesting habit of
  starting back up, even in the most ridiculous of
  circumstances. Your recitation takes advantage of this
  loophole.
  Unlike other recitations in the Codex of Heart and
  Mind, the target of your recitation is the corpse of a
  creature that has died within the last minute. The
  subject is temporarily raised as a zombie under the
  control of the reciter, but only if the resulting zombie
  would have 12 HD or less. Templates, such as fast
  zombie, cannot be applied. If the resulting zombie
  would have more than 12 HD, the recitation has no
  effect and is wasted. A creature that is temporarily
  raised in this manner can be temporarily raised again by
  a second use of this recitation if the corpse is still fresh
  enough. A creature raised multiple times in this manner
  retains its current hit points from the last time it was
  raised. If a creature raised by this recitation is reduced
  to 0 hit points, then the creature's body is wholly ruined
  and cannot be raised again, whether by necromantic
  means that animate the body or by spells that return life
  to a largely­intact body, such as raise dead. Spells and
  abilities that raise creatures as incorporeal undead still
  function, as only the body is ruined. If the body is not
  ruined, a creature that is temporarily raised in this
  manner can later be raised permanently by such means
  as the animate dead spell and other like abilities.
  Reverse: Conversely, reminding the universe that a
  dead organic being isn't supposed to be animated at all
  can do wonders for solving a zombie infestation.
  Unlike other recitations in the Codex of Heart and
  Mind, the target of your recitation is a mindless undead
  creature. If the subject of this recitation has 12 HD or
  less, it is destroyed when the recitation's duration
  expires. A successful Will save negates.
  Corrosive Remarks
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: evocation [acid]
  Duration: normal ­ instantaneous; reverse ­ 5 rounds
  Saving Throw: Fortitude partial (see text)
  Normal: Your words melt skin, denature sinew, and
  turn bone to mush.
  Your target's body begins to liquefy. The subject takes
  6d6 points of acid damage and a ­2 penalty to AC for 5
  rounds. A successful Fortitude save halves the damage
  and negates the AC penalty.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: Rather than lash out and cause the subject to
  melt, your recitation surrounds the subject with acid
  that attacks that which attacks him.
  Your target is covered in a film of corrosive goo that
  somehow does not burn unless agitated. Whenever the
  subject is struck in melee, the subject's attacker takes
  1d4+3 acid damage. If maximum acid damage is rolled,
  the attacker must make a Fortitude save or take a ­2
  penalty to AC for 1 round.
  Creation's Enmity
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: necromancy
  Duration: normal ­ 3 rounds; reverse ­ 5 rounds
  Saving Throw: normal ­ Fortitude partial (see text);
  reverse ­ Fortitude negates (harmless)
  Normal: Your recitation describes the subject as a
  creature whose very existence threatens the universe.
  Your target becomes somewhat subject to mechanisms
  built into the universe itself that deal with paradoxes by
  crushing the problem utterly. When the recitation's
  duration expires, the subject takes 1d4+1 temporary
  negative levels. On a successful Fortitude save, the
  subject takes 1 temporary negative level. If the subject is
  killed by this recitation, his body is reduced to dust,
  making it impossible to raise or animate using spells
  that require that the body be whole.
  Reverse: Your recitation describes the subject as a
  champion of the time­space continuum and a protector
  of the universe itself.
  Your target momentarily gains the favor of the universe.
  The subject gains a +4 morale bonus on saves against all
  death spells and magical death effects. The subject is
  granted a save to negate such effects even if one is not
  normally allowed. The subject is immune to energy
  drain
  and
  any
  negative
  energy
  effects,
  including
  channeled negative energy.
  56
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Creation's Rebuke
  Recitation Level: 6
  Codex: Heart and Mind
  Similar School: necromancy
  Duration: 5 rounds
  Saving Throw: normal ­ none;
  reverse ­ Fortitude negates (harmless)
  Normal:
  Your
  recitation
  agitates
  the
  universe,
  causing it to reach out and begin the subject on the
  path of oblivion.
  Your target begins to fade out as if the universe is
  attempting to erase it. Each round at the beginning of
  your turn, the subject takes 1 temporary negative level.
  If the subject is killed by this recitation, it is erased from
  the universe and cannot be resurrected save by wish or
  miracle.
  Reverse:
  Your
  recitation
  expounds
  upon
  how
  important the subject is to the universe as a whole.
  Your target becomes more solid, more vibrant, more...
  real. Each round at the beginning of your turn, a
  temporary negative level is removed from the subject.
  Crushing Insults
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: enchantment [mind­affecting]
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates;
  reverse ­ Will negates (harmless)
  Normal: Sentient creatures tend to crave the approval
  of their peers, and even the most stoic of zen masters is
  positively flighty when compared to a rock. When an
  insult's potency is enhanced by the First Language, no
  ego is safe.
  All
  morale
  bonuses
  in
  effect
  on
  the
  subject
  are
  suppressed.
  Reverse: That said, comparing an individual to said
  rock can make an ego all but impenetrable to outside
  forces.
  The subject becomes immune to all mind­affecting
  abilities, save those that provide a morale bonus.
  Declaration of Combustion
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: evocation [fire]
  Duration: normal ­ 2 rounds; reverse ­ 5 rounds
  Saving Throw: none (see text)
  Normal: Your recitation compares the subject to some
  form of explosive that is known to you. The result is
  really fun to watch.
  Your
  target
  becomes
  a
  living
  bomb!
  When
  the
  recitation's
  duration
  expires,
  the
  subject
  explodes,
  taking 4d6 points of fire damage with no saving throw
  allowed and dealing 3d6 points of fire damage to all
  other creatures within 10 feet with a Reflex save for half
  damage. If the recitation is stopped early by artificial
  means, such as by dispel magic or an antimagic field,
  then the subject does not explode.
  As
  soon
  as
  the
  recitation
  begins,
  the
  subject
  understands that something very bad is about to
  happen. Subjects with an Intelligence score of 3 or
  higher instinctively understand the implications of the
  recitation and may attempt to influence collateral
  damage by charging toward the reciter's allies or
  running far from his own allies.
  Reverse: Your recitation compares the subject to a
  unit of explosive that refuses to explode like the others,
  a dud. If the subject is one of those creatures that
  explodes to protect the rest of the colony or whatnot,
  the result is, again, really fun to watch.
  Your target becomes incapable of violent ejaculations of
  power. For the duration of this recitation, the subject
  cannot use abilities that kill itself in the process. If it
  tries, nothing happens and the action used to attempt
  the ability is wasted. Further, if the subject has an
  ability that is triggered by the subject's death, then this
  ability cannot trigger over the course of the duration of
  the recitation.
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  Declaration of Mass Combustion
  Recitation Level: 6
  Codex: Heart and Mind
  Similar School: evocation [fire]
  Duration: normal ­ 4 rounds; reverse ­ 5 rounds
  Saving Throw: none (see text)
  Normal: Your recitation is quite incendiary in the
  literal sense.
  Your target becomes a living bomb! Each round at the
  beginning of your turn, all creatures that are marked as
  "living bombs" explode, taking 4d6 points of fire
  damage with no saving throw allowed and dealing 3d6
  points of fire damage to all other creatures within 10
  feet with a Reflex save for half damage. Creatures that
  fail their Reflex save are themselves marked as living
  bombs, while creatures that explode cease to be marked
  as living bombs. A creature can be marked as a living
  bomb only once over the duration of the recitation.
  Successful use of the dispel magic spell or entry into an
  antimagic field removes the living bomb designation
  without triggering an explosion. When the recitation's
  duration expires, all creatures currently marked as
  living bombs are unmarked without exploding.
  Creatures marked as living bombs understand that
  something
  very
  bad
  is
  about
  to
  happen.
  Marked
  creatures with an Intelligence score of 3 or higher
  instinctively
  understand
  the
  implications
  of
  the
  recitation and may attempt to influence collateral
  damage by charging toward the reciter's allies or
  running far from his own allies.
  Reverse: Your recitation digs deep into the seldom­
  used vocabulary in Truespeak to evoke images of
  ablative
  materials,
  electrical
  insulators,
  flame
  retardants, materials meant to preserve warmth, and
  so on.
  Your target becomes coated in a smear of gritty, ablative
  goo. Each time the subject takes acid, cold, electric, fire,
  or sonic damage, he gains resistance 5 against that
  energy type. This bonus stacks with itself to a maximum
  of resistance 30 against each energy type.
  Disconnect the Derivative
  Recitation Level: 6
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 1 round
  Saving Throw: normal ­ Will negates;
  reverse ­ Will negates (harmless)
  Normal: The First Language encompasses all things,
  including all disciplines of magic that have been and
  ever will be. With but a word, the most powerful relics
  made by these magical disciplines can be shut down for
  a time.
  All magical equipment worn, wielded, or carried by the
  subject
  have
  their
  magical
  properties
  suppressed.
  Potions are consumed without effect, wands are just
  twigs,
  magic
  weapons
  and
  armor
  are
  merely
  masterwork, ioun stones fall out of the air, and so on.
  This recitation is unaffected by spells and abilities that
  disrupt magic, such as an antimagic field or dispel
  magic.
  Reverse: Similarly, the right protestation to the
  universe can make some parts of derivative magic
  stand up to other parts of derivative magic.
  All magical equipment worn, wielded, or carried by the
  subject ignores the effects of the antimagic field spell.
  This recitation is unaffected by spells and abilities that
  disrupt magic, such as an antimagic field or dispel
  magic.
  Disdain for the Derivative
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: evocation
  Duration: 5 rounds
  Saving Throw: none
  Normal:
  Truespeech,
  by
  definition,
  encompasses
  everything that has been, is, and will be. To that end,
  many practitioners of truemagic look down upon the
  more
  cosmopolitan
  practitioners
  of
  the
  world's
  mysteries. As with other uses of truemagic, when your
  recitation is inflected against that which came after,
  the universe, being the malleable clockwork engine it
  is, is happy to comply.
  Your target becomes less adept at a particular school of
  magic. Select a school of magic. The subject takes a ­2
  penalty to the Difficulty Class for all saving throws of
  spells he casts from the school of magic you select.
  Reverse: Conversely, a practitioner of truespeak can
  praise that which came after. Though modern magic
  may not be as flexible, and usually exists in a finite
  form, each of these systems is a reflection of truemagic
  in some, way, shape or form.
  Your target becomes more adept at a particular school
  of magic. Select a school of magic. The subject gets a +1
  insight bonus to the Difficulty Class for all saving throws
  of spells he casts from the school of magic you select.
  58
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Energetic Buffer
  Recitation Level: 5
  Codex: Heart and Mind
  Similar
  School:
  normal
  ­
  abjuration
  [acid,
  cold,
  electricity, fire, or sonic];
  reverse ­ evocation [acid, cold, electricity, fire, or sonic]
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will partial (see text)
  Normal:
  Your
  recitation
  includes
  some
  embellishments regarding the subject's ability to swim
  in lava, survive extreme cold, live through being struck
  by lightning, and withstand the cacophonic wailing of
  an angry mother­in­law. For a short period of time, the
  subject is indeed the described individual.
  Choose acid, cold, electric, fire, or sonic. This recitation
  grants your target immunity to damage from the chosen
  energy type for the recitation's duration or until 50
  points of energy damage is prevented in this fashion.
  Reverse:
  Your
  recitation
  includes
  some
  embellishments
  regarding
  the
  subject's
  amusing
  propensity to be subject to hypothermia simply by
  touching an ice cube, its ability to draw lightning like a
  rod, and descriptions of how the subject's ear drums
  scream out in pain when any sound is louder than a
  whisper. For a short period of time, the subject is
  indeed this pathetic creature.
  Choose acid, cold, electric, fire, or sonic. Whenever the
  subject of this recitation takes damage from the chosen
  energy type, it takes double that much damage instead.
  This effect lasts for the recitation's duration or until 50
  points of energy damage is doubled in this fashion. On a
  successful Will save, the effect lasts for the recitation's
  duration or until 20 points of energy damage is doubled
  in this fashion.
  Energetic Buffer, Lesser
  Recitation Level: 2
  Codex: Heart and Mind
  Similar
  School:
  normal
  ­
  abjuration
  [acid,
  cold,
  electricity, fire, or sonic];
  reverse ­ evocation [acid, cold, electricity, fire, or sonic]
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will partial (see text)
  Normal:
  Your
  recitation
  includes
  some
  embellishments regarding the subject's ability to swim
  in lava, survive extreme cold, live through being struck
  by lightning, and withstand the cacophonic wailing of
  an angry mother­in­law. For a short period of time, the
  subject is indeed the described individual.
  Choose acid, cold, electric, fire, or sonic. This recitation
  grants your target immunity to damage from the chosen
  energy type for the recitation's duration or until 20
  points of energy damage is prevented in this fashion.
  Reverse:
  Your
  recitation
  includes
  some
  embellishments
  regarding
  the
  subject's
  amusing
  propensity to be subject to hypothermia simply by
  touching an ice cube, its ability to draw lightning like a
  rod, and descriptions of how the subject's ear drums
  scream out in pain when any sound is louder than a
  whisper. For a short period of time, the subject is
  indeed this pathetic creature.
  Choose acid, cold, electric, fire, or sonic. Whenever the
  subject of this recitation takes damage from the chosen
  energy type, it takes double that much damage instead.
  This effect lasts for the recitation's duration or until 20
  points of energy damage is doubled in this fashion. On a
  successful Will save, the effect lasts for the recitation's
  duration or until 8 points of energy damage is doubled
  in this fashion.
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  Fatal Attraction
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: evocation [force]
  Duration: instantaneous
  Saving Throw: Will negates
  Normal: Your recitation defines the subject in three
  dimensional space as a function of its distance to you.
  In this instance, you claim that the subject is closer
  than it actually is.
  Your target is jerked toward you. The subject moves 30
  feet toward you in a straight line drawn from the reciter
  to the subject. This movement is so fast and so violent
  that it does not provoke attacks of opportunity. If the
  subject would collide with a solid obstruction, another
  creature that is one size category smaller than it or
  larger,
  or
  the
  reciter,
  then
  its
  movement
  stops
  immediately in a square adjacent to that which stopped
  it. The subject takes 1d6 points of force damage for
  every 5 feet of movement remaining when he stops
  moving due to an obstruction. No damage is dealt to
  that with which the subject collides.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: The much more popular reverse variant of
  this recitation defines the subject as being further away
  from you than it actually is.
  Your target is thrust away from you. The subject moves
  30 feet away from you in a straight line drawn from the
  reciter to the subject. This movement is so fast and so
  violent that it does not provoke attacks of opportunity.
  If the subject would collide with a solid obstruction,
  another creature that is one size category smaller than it
  or larger, or the reciter, then its movement stops
  immediately in a square adjacent to that which stopped
  it. The subject takes 1d6 points of force damage for
  every 5 feet of movement remaining when he stops
  moving due to an obstruction. No damage is dealt to
  that with which the subject collides.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Graceful Withdrawal
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Like a deer, the hunters say. Like an excellent
  street acrobat, the cityfolk eagerly intone. Whatever
  the
  simile
  a
  bystander
  concocts,
  your
  recitation
  inspires an almost supernatural grace in the subject.
  Your target becomes possessed of an unearthly grace. If
  the subject hits and deals damage to a creature in melee,
  then the subject's movement does not provoke attacks
  of opportunity from the creature damaged that round.
  Reverse: Like a groggy bear, the hunters say. Like the
  town drunk, the cityfolk spit. Whatever the simile, your
  recitation inspires the subject to become a bumbling
  oaf for a short time.
  Your
  target
  becomes
  possessed
  of
  an
  incredible
  clumsiness. If the subject misses a creature in melee,
  then the subject provokes an attack of opportunity from
  the creature missed.
  Graphic Description
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: normal ­ enchantment [mind­affecting];
  reverse ­ transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Will partial (see text);
  reverse ­ Fortitude negates (harmless)
  Normal: Your recitation is a lost list of things that
  make organics feel nauseous.
  Your target is assaulted by visions of fairly disgusting
  things. Each round at the beginning of the subject's
  turn, the subject is sickened for 1 round with a Will save
  to negate for that round.
  Reverse: Your recitation goes on and on about that
  one time your subject ate a live grub and nothing bad
  happened.
  Your target becomes capable of keeping his lunch down
  in
  most
  circumstances.
  The
  subject
  gains
  a
  +2
  alchemical bonus to saving throws made against spells
  and abilities that cause the sickened or nauseated
  conditions, as well as against food­borne disease and
  poison.
  60
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Gravity's Bane
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: normal ­ 1 minute; reverse ­ 5 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ none
  Normal: Gravity's influence is merely an adjective.
  Leaving it out creates all sorts of wonderful situations.
  The subject gains a fly speed of 30 feet with perfect
  maneuverability.
  Reverse: As gravity is an adjective, stressing it more
  than normal enhances its effect.
  Each round, the subject must make a DC 17 Strength
  check or be unable to use non­magical modes of flight,
  such as wings, for 1 round.
  Hasty Intonation
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: You recite in a hasty, sharp tongue. The
  subject's
  legs
  quickly
  get
  into
  the
  notion
  of
  "doubletime".
  Your target's legs become energized and ready to go.
  The subject's base land speed is increased by +20 feet.
  Reverse: You recite in a monotonic voice and draw
  out your syllables for as long as possible.
  Your target becomes tired and lethargic. The subject's
  base land speed is reduced by half.
  Imminent Danger
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: enchantment [mind­affecting]
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Your recitation describes the subject in a
  particularly tense mood, watching every shadow for
  assailants and treating every imperfection in his
  surroundings as a possible trap.
  Your target becomes nervous and high­strung. This
  recitation grants the subject a +4 bonus to AC when
  denied his Dexterity bonus to AC. In addition, the
  subject has a +2 insight bonus to saving throws made
  against traps.
  Reverse: Your recitation describes the subject as calm
  and carefree. Possible dangers are simply ignored as
  the subject frolics about without a care in the world.
  Your target becomes relaxed and carefree. Whenever
  the subject is denied his Dexterity bonus to AC, he takes
  an additional ­4 penalty to AC. In addition, the subject
  has a ­2 penalty to saving throws made against traps.
  Impending Doom
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: normal ­ necromancy;
  reverse ­ conjuration (healing)
  Duration: 2 rounds
  Saving Throw: normal ­ Fortitude negates;
  reverse ­ Fortitude negates (harmless)
  Normal: You describe how the subject will shrivel up
  and die after exposure to this recitation.
  Your target's body is primed with necromantic energy,
  then torn asunder. Choose an ability score. When the
  duration of this recitation expires, the subject takes 1d10
  points of damage to the chosen ability score with a
  Fortitude save to negate.
  Reverse: Your recitation focuses on the ideas of the
  recuperative benefits of waiting out an illness in bed.
  Your target's body is made whole once again with
  invigorating energy. Choose an ability score. When the
  duration of this recitation expires, the subject is cured of
  1d10 points of damage to the chosen ability score.
  61
  Ultimate Truenaming
  Interjection Games
  
  Incendiary Remarks
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: evocation [fire]
  Duration: normal ­ instantaneous; reverse ­ 5 rounds
  Saving Throw: Fortitude partial (see text)
  Normal: You proclaim that the subject is hot, hot, hot!
  Your target's body erupts in a momentary burst of
  flame. The subject takes 4d6 points of fire damage and
  lights on fire as per the rules for alchemist's fire. A
  successful Fortitude save halves the damage and negates
  lighting on fire.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: Your words wreathe your target in an
  obsessively protective cloak of flame.
  Your target is covered in a cloak of flame that lashes out
  at those who attack him. Whenever the subject is struck
  in melee, the subject's attacker takes 1d4+1 fire damage.
  If maximum fire damage is rolled, the attacker must
  make a Fortitude save or light on fire as per the rules for
  alchemist's fire.
  Instruct the Freshly Dead
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: necromancy
  Duration: normal ­ 5 rounds; reverse ­ 2 rounds
  Saving Throw: normal ­ none; reverse ­ Will negates
  Normal: The universe has a name for everything, and
  that name changes whenever its condition changes.
  When it comes to organic life, however, the universe
  has learned to wait a few minutes before declaring a
  living being a corpse. Life has this interesting habit of
  starting back up, even in the most ridiculous of
  circumstances. Your recitation takes advantage of this
  loophole.
  Unlike other recitations in the Codex of Heart and
  Mind, the target of your recitation is the corpse of a
  creature that has died within the last minute. The
  subject is temporarily raised as a zombie under the
  control of the reciter, but only if the resulting zombie
  would have 2 HD or less. Templates, such as fast
  zombie, cannot be applied. If the resulting zombie
  would have more than 2 HD, the recitation has no effect
  and is wasted. A creature that is temporarily raised in
  this manner can be temporarily raised again by a second
  use of this recitation if the corpse is still fresh enough. A
  creature raised multiple times in this manner retains its
  current hit points from the last time it was raised. If a
  creature raised by this recitation is reduced to 0 hit
  points, then the creature's body is wholly ruined and
  cannot be raised again, whether by necromantic means
  that animate the body or by spells that return life to a
  largely­intact body, such as raise dead. Spells and
  abilities that raise creatures as incorporeal undead still
  function, as only the body is ruined. If the body is not
  ruined, a creature that is temporarily raised in this
  manner can later be raised permanently by such means
  as the animate dead spell and other like abilities.
  Reverse: Conversely, reminding the universe that a
  dead organic being isn't supposed to be animated at all
  can do wonders for solving a zombie infestation.
  Unlike other recitations in the Codex of Heart and
  Mind, the target of your recitation is a mindless undead
  creature. If the subject of this recitation has 2 HD or
  less, it is destroyed when the recitation's duration
  expires. A successful Will save negates.
  62
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Intonation of the Luchadore
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: enchantment [mind­affecting]
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Your recitation compares the subject to a
  mighty, masked wrestler.
  Your target becomes adept at the art of wrestling.
  Whenever the subject makes a bull rush, grapple,
  sunder, or trip combat maneuver, he does not provoke
  attacks of opportunity.
  Reverse:
  Your
  recitation
  describes
  what
  would
  happen if a regular person were to impersonate a
  mighty, masked wrestler near the subject.
  Your target becomes clumsy and leaves himself open to
  reprisal when attempting to wrestle. Whenever the
  subject makes a bull rush, grapple, sunder, or trip
  combat maneuver, he provokes attacks of opportunity
  even if he is possessed of abilities that would normally
  negate this occurrence.
  Lament of the Platypus
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: divination
  Duration: 5 rounds or until discharged
  Saving Throw: none
  Normal:
  Truespeech
  puts
  a
  great
  emphasis
  on
  tonality, syllable length, and inflection. It makes sense
  in a fashion, as a language meant to encompass
  everything ever needs to have as many variables as
  possible. Still, those who study truespeech find that
  certain words are designed to have a sort of acid to
  them, as if the universe itself is ashamed of how they
  came out. The platypus is the textbook example. As
  such, when something is compared to a platypus, the
  universe reacts in a very specific fashion: shame and a
  desire to remove the object of this shame in a quiet
  manner.
  Your target becomes an object of shame in the eyes of
  the universe. The subject takes a ­2 penalty to his next
  saving throw.
  Reverse: Conversely, when something is said to be
  nothing at all like a platypus, the universe almost
  seems to well up with pride. Here's something that
  wasn't a total failure!
  Your target becomes an object of pride in the eyes of the
  universe. The subject gets a +2 insight bonus to his next
  saving throw.
  Mending Verse
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: normal ­ conjuration (healing);
  reverse ­ necromancy
  Duration: 2 rounds
  Saving Throw: normal ­ Will halves (harmless);
  reverse ­ Will halves
  Normal: Fervently denying the presence of wounds
  actually
  makes
  them
  go
  away
  when
  spoken
  in
  Truespeech.
  Your target's wounds close after a short duration. When
  the recitation's duration expires, you channel positive
  energy that cures 3d6 points of damage to the subject.
  Since undead are powered by negative energy, this
  recitation deals damage to them instead of curing their
  wounds. Those harmed by this recitation are entitled to
  a Will save for half damage. This recitation is not
  considered harmless to the undead.
  Reverse: Similarly, claiming that an individual is
  covered in sores and cuts can make them appear when
  spoken in the first tongue.
  Your target's body spontaneously becomes wounded
  after a short duration. When the recitation's duration
  expires, you channel negative energy that deals 3d6
  points of damage to the subject. Since undead are
  powered by negative energy, this recitation cures their
  wounds instead of dealing damage to them. Those
  harmed by this recitation are entitled to a Will save for
  half damage. This recitation is considered harmless to
  the undead.
  63
  Ultimate Truenaming
  Interjection Games
  
  Mending Verse, Greater
  Recitation Level: 6
  Codex: Heart and Mind
  Similar School: normal ­ conjuration (healing);
  reverse ­ necromancy
  Duration: 2 rounds
  Saving Throw: normal ­ Will halves (harmless);
  reverse ­ Will halves
  Normal: Fervently denying the presence of wounds
  actually makes them go away when spoken in the first
  tongue.
  Your target's wounds close after a short duration. When
  the recitation's duration expires, you channel positive
  energy that cures 12d6 points of damage to the subject.
  Since undead are powered by negative energy, this
  recitation deals damage to them instead of curing their
  wounds. Those harmed by this recitation are entitled to
  a Will save for half damage. This recitation is not
  considered harmless to the undead.
  Reverse: Similarly, claiming that an individual is
  covered in sores and cuts can make them appear when
  spoken in the first tongue.
  Your target's body spontaneously becomes wounded
  after a short duration. When the recitation's duration
  expires, you channel negative energy that deals 12d6
  points of damage to the subject. Since undead are
  powered by negative energy, this recitation cures their
  wounds instead of dealing damage to them. Those
  harmed by this recitation are entitled to a Will save for
  half damage. This recitation is considered harmless to
  the undead.
  Mindbite
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: normal ­ transmutation;
  reverse ­ conjuration
  Duration: normal ­ 5 rounds; reverse ­ 2 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates
  Normal:
  Your
  recitation
  focuses
  on
  serpentine
  imagery and the venom held within such creatures.
  Much in the same way as antivenom is produced from
  venom, a limited resistance to such toxins can be
  elicited from this truemagic.
  Your target becomes slightly resistant to poisons. The
  subject gains a +2 alchemical bonus to saving throws
  made against poisons.
  Reverse: Your recitation focuses on serpents and the
  act of biting down on a victim.
  A pair of puncture wounds appear on the subject's
  forehead. When the recitation's duration expires, the
  subject takes 2 points of Intelligence damage with a
  Fortitude save to negate. This is a poison effect.
  Muddling Invective
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: normal ­ conjuration;
  reverse ­ transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ see text;
  reverse ­ Fortitude negates (harmless)
  Normal: Your recitation carries a venomous tone.
  With the universe following along, even a tone can kill.
  A pair of puncture wounds appear on the target's body.
  Each round at the beginning of your turn, the subject
  takes 2 points of Intelligence damage, 2 points of
  Wisdom damage, and 2 points of Charisma damage with
  a Fortitude save to negate. This is a poison effect.
  Reverse: Your recitation protects its subject's mind
  from harm by toxins.
  Your target becomes resistant to physical poisons. The
  subject gains a +5 alchemical bonus to saving throws
  against poisons that deal Intelligence, Wisdom, or
  Charisma damage or drain. If a poison affects multiple
  ability scores, this recitation provides protection if any
  one of those ability scores is among those listed.
  Ode to the Porcupine
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: Normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates
  Normal: Certain words in Truespeech are... difficult
  to pronounce for reasons beyond the ken of those
  studying it. It's almost as though the universe decided
  to play favorites at the beginning of time. Whenever
  your subject is compared to a porcupine, for example,
  the universe takes immediate notice.
  Your target bristles with spurs of bone that burst forth
  from the skin like the spears of a phalanx. Creatures
  that strike the subject in melee take 1 point of bleed
  damage. Creatures that strike the subject in melee with
  a natural weapon or with an unarmed strike take 1d6
  points
  of
  piercing
  damage,
  as
  well
  as
  the
  aforementioned 1 point of bleed damage. Creatures that
  grapple the subject take an additional 1d6 points of
  piercing damage, for a total of 2d6 points of piercing
  damage, plus the aforementioned 1 point of bleed
  damage.
  Reverse: Conversely, when a recitation posits that a
  creature is most definitely NOT a porcupine, the
  universe takes notice. The backlash almost suggests a
  tinge of irritation that anything would dare not to be
  like a porcupine in any way, shape, or form.
  Your target's bristles or other defensive mechanisms
  blunt significantly or simply vanish. Creatures that deal
  "retributive" damage to those who strike them in melee
  deal half damage in this fashion.
  64
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Peristaltic Chain Reaction
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: normal ­ enchantment [mind­affecting];
  reverse ­ transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Will partial (see text);
  reverse ­ Fortitude negates (harmless)
  Normal: Your recitation calls up visions of rot,
  suppurating wounds, and other distasteful things.
  Your target is assaulted by visions of disgusting things.
  Each round at the beginning of the subject's turn, the
  subject is nauseated for 1 round with a Will save to
  negate for that round.
  Reverse: Your recitation compares your target's
  stomach to a mighty iron cauldron. It can take
  anything and remain intact!
  Your target becomes capable of keeping his lunch down
  in all but the most dire of circumstances. The subject
  gains a +5 alchemical bonus to saving throws made
  against spells and abilities that cause the sickened or
  nauseated conditions, as well as against food­borne
  disease.
  Piercing Proclamation
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: evocation [sonic]
  Duration: normal ­ instantaneous; reverse ­ 5 rounds
  Saving Throw: normal ­ Fortitude negates;
  reverse ­ Will negates (harmless)
  Normal: Raising one's voice in the First Language is
  significantly
  more
  deadly
  than
  in
  most
  other
  languages.
  A blast of sound strikes the subject, dealing 1d8 points
  of sonic damage.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: By the same token, the First Language can
  be used to help others raise their voices.
  A strange humming sound emanates from the throat of
  the subject, allowing it to speak in a high­pitched, airy
  voice even if it could not physically do so. Any magical
  silence effects preventing the subject from speaking
  normally also prevent the subject from speaking with
  the aid of this recitation.
  Piercing Proclamation, Greater
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: evocation [sonic]
  Duration: normal ­ instantaneous; reverse ­ 5 rounds
  Saving Throw: normal ­ Fortitude negates;
  reverse ­ Will negates (harmless)
  Normal:
  Those
  who
  specialize
  in
  this
  recitation
  remark that inflection and tonality is harder when
  screaming.
  A blast of sound strikes the subject, dealing 10d8 points
  of sonic damage.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: Not surprisingly, a recitation that must be
  screamed helps others scream.
  The subject may speak and otherwise produce sound
  normally while under the effects of a magical silence
  effect, and sound the subject produces within the
  bounds of an area of magical silence travels unhindered
  to those outside of that area of magical silence.
  Proclamation of Intervention
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: conjuration (teleportation)
  Duration: 5 rounds
  Saving Throw: normal ­ none; reverse ­ Will negates
  Normal:
  You
  speak
  of
  the
  bond
  between
  two
  individuals and how nothing can ever keep them apart.
  You and your target become linked. Whenever you or
  the subject are charged, if you are within 60 feet of the
  subject, then you and the subject spontaneously change
  places. This effect happens so quickly that the charging
  creature does not have a chance to realize its target has
  changed and must follow through with its charge. If the
  charging creature has an ability that grants the ability to
  make a full attack as part of another action, such as
  pounce, then the charging creature may stop attacking
  after its first attack.
  Creatures linked with the reciter understand that there
  are terrible consequences for charging the reciter.
  Linked creatures with an Intelligence score of 3 or
  higher instinctively understand the implications of the
  recitation.
  Reverse: "Joined at the hip" has nothing on what this
  recitation can do.
  You and your target become linked. Whenever you or
  the subject charge a creature, if you are within 60 feet of
  the subject at the end of the charge, then you and the
  subject
  spontaneously
  change
  places.
  This
  effect
  happens so quickly that the charger is still treated as
  having charged if there is a viable target within range
  after changing places.
  65
  Ultimate Truenaming
  Interjection Games
  
  Runoncitation
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: evocation
  Duration: instantaneous
  Saving Throw: none
  Normal: All truenamers have been there. Despite all
  of their training, all of the hours spent making sure
  that
  diphthong
  is
  being
  represented
  absolutely
  perfectly, the universe seems to be in a hurry to get
  back to normal whenever the First Language is
  leveraged to bring about change. The truenamer who
  finally realized that describing an ongoing recitation
  as something the universe wanted to keep around
  actually works eventually became the closest thing
  truenamers have to a deity. To this day, a statuette of
  this woman can be found in any First Language
  library worth its salt.
  The remaining duration of a single ongoing recitation of
  your choice affecting the subject increases by +1 round.
  If you are not the reciter of the chosen recitation, then
  you must make a caster level check against a DC of 11 +
  the caster level of the reciter. If you are successful, then
  the duration increases as normal. If you are not, this
  recitation has no effect.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: Of course, the reverse operation is also true.
  The remaining duration of a single ongoing recitation of
  your choice affecting the subject decreases by ­1 round.
  If you are not the reciter of the chosen recitation, then
  you must make a caster level check against a DC of 11 +
  the caster level of the reciter. If you are successful, then
  the duration decreases as normal. If you are not, this
  recitation has no effect.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Runoncitation, Greater
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: evocation
  Duration: instantaneous
  Saving Throw: none
  Normal: Putting more belief behind the assertion that
  the universe wants to keep a certain recitation around
  actually works!
  The remaining duration of a single ongoing recitation of
  your choice affecting the subject increases by +2 rounds.
  If you are not the reciter of the chosen recitation, then
  you must make a caster level check against a DC of 11 +
  the caster level of the reciter. If you are successful, then
  the duration increases as normal. If you are not, this
  recitation has no effect.
  Reverse: The reverse is still true.
  The remaining duration of a single ongoing recitation of
  your choice affecting the subject decreases by ­2 rounds.
  If you are not the reciter of the chosen recitation, then
  you must make a caster level check against a DC of 11 +
  the caster level of the reciter. If you are successful, then
  the duration decreases as normal. If you are not, this
  recitation has no effect.
  Shocking Remarks
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: evocation [electricity]
  Duration: normal ­ instantaneous; reverse ­ 5 rounds
  Saving Throw: Fortitude partial (see text)
  Normal:
  Crackling
  with
  the
  energy
  that
  exists
  everywhere in creation, your words bring the thunder.
  Your target's body is blasted by lightning from the
  inside. The subject takes 9d6 points of electric damage
  and is staggered for 1 round. A successful Fortitude save
  halves the damage and negates the staggered effect.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: Your subject is protected by a spherical shell
  of electricity for a short time.
  Your target is covered in a shell of electricity that lashes
  out at attackers. Whenever the subject is struck in melee
  or by a physical ranged attack, the subject's attacker
  takes 1d4+5 electric damage.
  66
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Snapping Sinew
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates;
  reverse ­ Fortitude negates
  Normal: Your recitation expounds upon the subject's
  great feats of strength. For just a moment, these feats
  can readily be a reality.
  Your target becomes mighty! The next time the subject
  successfully hits a creature with a weapon that deals
  additional damage based on the wielder's Strength, he
  gets a +7 bonus to the subsequent damage roll. This
  effect lasts for the recitation's duration or until the
  subject deals bonus damage once.
  Reverse: Your recitation mocks the subject's complete
  lack of muscle strength and openly wonders how that
  individual can drag that oh­so­heavy carcass out of
  bed in the morning. Amazingly, truenaming has a
  single word for all of that. For just a moment, the
  subject resembles the recitation.
  Your target becomes puny! The next time the subject
  successfully hits a creature with a weapon that deals
  additional damage based on the wielder's Strength, he
  gets a ­7 penalty to the subsequent damage roll. This
  effect lasts for the recitation's duration or until the
  subject deals less damage once.
  Snapping Sinew, Greater
  Recitation Level: 6
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates;
  reverse ­ Fortitude negates
  Normal: Your recitation expounds upon the subject's
  great feats of strength. For just a moment, these feats
  can readily be a reality.
  Your target becomes mighty! The next time the subject
  successfully hits a creature with a weapon that deals
  additional damage based on the wielder's Strength, he
  gets a +20 bonus to the subsequent damage roll. This
  effect lasts for the recitation's duration or until the
  subject deals bonus damage once.
  Reverse: Your recitation mocks the subject's complete
  lack of muscle strength and openly wonders how that
  individual can drag that oh­so­heavy carcass out of
  bed in the morning. Amazingly, truenaming has a
  single word for all of that. For just a moment, the
  subject resembles the recitation.
  Your target becomes puny! The next time the subject
  successfully hits a creature with a weapon that deals
  additional damage based on the wielder's Strength, he
  gets a ­20 penalty to the subsequent damage roll. This
  effect lasts for the recitation's duration or until the
  subject deals less damage once.
  Snapping Sinew, Lesser
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates;
  reverse ­ Fortitude negates
  Normal: Your recitation expounds upon the subject's
  great feats of strength. For just a moment, these feats
  can readily be a reality.
  Your target becomes mighty! The next time the subject
  successfully hits a creature with a weapon that deals
  additional damage based on the wielder's Strength, he
  gets a +3 bonus to the subsequent damage roll. This
  effect lasts for the recitation's duration or until the
  subject deals bonus damage once.
  Reverse: Your recitation mocks the subject's complete
  lack of muscle strength and openly wonders how that
  individual can drag that oh­so­heavy carcass out of
  bed in the morning. Amazingly, truenaming has a
  single word for all of that. For just a moment, the
  subject resembles the recitation.
  Your target becomes puny! The next time the subject
  successfully hits a creature with a weapon that deals
  additional damage based on the wielder's Strength, he
  gets a ­3 penalty to the subsequent damage roll. This
  effect lasts for the recitation's duration or until the
  subject deals less damage once.
  Stimulate Body
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates.
  Normal: Your recitation embellishes the physical
  prowess of the subject.
  Your target becomes more physically able. Choose
  Strength, Dexterity, or Constitution. The subject gains a
  +4 enhancement bonus to the selected ability score.
  Reverse: Your recitation downplays the physical
  prowess of the subject.
  Your
  target
  becomes
  less
  physically
  able.
  Choose
  Strength, Dexterity, or Constitution. The subject takes a
  ­4 penalty to the selected ability score.
  67
  Ultimate Truenaming
  Interjection Games
  
  Stimulate Body, Greater
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates.
  Normal: Your recitation embellishes the physical
  prowess of the subject.
  Your target becomes more physically able. Choose
  Strength, Dexterity, or Constitution. The subject gains a
  +6 enhancement bonus to the selected ability score.
  Reverse:
  Your recitation downplays the physical
  prowess of the subject.
  Your
  target
  becomes
  less
  physically
  able.
  Choose
  Strength, Dexterity, or Constitution. The subject takes a
  ­6 penalty to the selected ability score.
  Stimulate Body, Lesser
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates.
  Normal: Your recitation embellishes the physical
  prowess of the subject.
  Your target becomes more physically able. Choose
  Strength, Dexterity, or Constitution. The subject gains a
  +2 enhancement bonus to the selected ability score.
  Reverse: Your recitation mocks the subject's prowess.
  Your
  target
  becomes
  less
  physically
  able.
  Choose
  Strength, Dexterity, or Constitution. The subject takes a
  ­2 penalty to the selected ability score.
  Stimulate Mind
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates.
  Normal: Your recitation embellishes the mental acuity
  of the subject.
  Your target benefits from enhanced mental function.
  Choose Intelligence, Wisdom, or Charisma. The subject
  gains a +4 enhancement bonus to the selected ability
  score.
  Reverse: Your recitation downplays the mental acuity
  of the subject.
  Your target begins to resemble a blithering idiot. Choose
  Intelligence, Wisdom, or Charisma. The subject takes a
  ­4 penalty to the selected ability score.
  Stimulate Mind, Greater
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates.
  Normal: Your recitation embellishes the mental acuity
  of the subject.
  Your target benefits from enhanced mental function.
  Choose Intelligence, Wisdom, or Charisma. The subject
  gains a +6 enhancement bonus to the selected ability
  score.
  Reverse: Your recitation downplays the mental acuity
  of the subject.
  Your target begins to resemble a blithering idiot. Choose
  Intelligence, Wisdom, or Charisma. The subject takes a
  ­6 penalty to the selected ability score.
  Stimulate Mind, Lesser
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates.
  Normal: Your recitation embellishes the mental acuity
  of the subject.
  Your target benefits from enhanced mental function.
  Choose Intelligence, Wisdom, or Charisma. The subject
  gains a +2 enhancement bonus to the selected ability
  score.
  Reverse: Your recitation downplays the mental acuity
  of the subject.
  Your target begins to resemble a blithering idiot. Choose
  Intelligence, Wisdom, or Charisma. The subject takes a
  ­2 penalty to the selected ability score.
  Stir Fears
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: normal ­ necromancy [mind­affecting];
  reverse ­ enchantment [mind­affecting]
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates;
  reverse ­ Will negates (harmless)
  Normal: Your recitation invokes disturbing images.
  Your target is assaulted with terrifying images. The
  subject is shaken with a Will save to negate.
  Reverse: You applaud the subject's great bravery.
  Your target becomes a fearless and peerless warrior. The
  subject has a +4 morale bonus to saving throws against
  fear effects.
  68
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Swift Intonation
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal:
  Your
  recitation
  speaks
  of
  the
  subject's
  amazing alacrity with his choice of weapon.
  Your
  target
  becomes
  a
  blur
  of
  graceful
  motion.
  Whenever the subject makes a full attack action, he
  gains an additional attack at his highest attack bonus.
  Reverse: Your recitation speaks of way the subject
  simply cannot make his blows flow from one to
  another.
  Your target's balance becomes hideous. The subject
  cannot make a full attack action. If the subject has an
  ability that grants the ability to make a full attack as
  part of another action, such as pounce, then that ability
  does not function.
  Terrifying Invocation
  Recitation Level: 6
  Codex: Heart and Mind
  Similar School: normal ­ necromancy [mind­affecting];
  reverse ­ enchantment [mind­affecting]
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates;
  reverse ­ Will negates (harmless)
  Normal: Your recitation describes a series of things
  that most find quite terrifying.
  Your target is assaulted with terrifying images. The
  subject is panicked with a Will save to negate.
  Reverse: Your recitation compares the subject to your
  average paladin: that is to say, a fearless smiting
  machine.
  Your target becomes a fearless and peerless warrior. The
  subject has immunity to fear and gains a +4 morale
  bonus to attack rolls, saves, and skill checks.
  Toxic Invective
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: normal ­ transmutation;
  reverse ­ conjuration
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude partial (see text);
  reverse ­ Fortitude negates (harmless)
  Normal: Your recitation carries a venomous tone.
  With the universe following along, even a tone can kill.
  A pair of puncture wounds appear on the target's body.
  Each round at the beginning of your turn, the subject
  takes 2 points of Strength damage, 2 points of Dexterity
  damage, and 2 points of Constitution damage with a
  Fortitude save to negate. This is a poison effect.
  Reverse: Your recitation protects its subject's body
  from harm by toxins.
  Your target becomes resistant to physical poisons. The
  subject gains a +5 alchemical bonus to saving throws
  against
  poisons
  that
  deal
  Strength,
  Dexterity,
  or
  Constitution damage or drain. If a poison affects
  multiple
  ability
  scores,
  this
  recitation
  provides
  protection if any one of those ability scores is among
  those listed.
  69
  Ultimate Truenaming
  Interjection Games
  
  Translocate
  Recitation Level: 6
  Codex: Heart and Mind
  Similar School: normal ­ conjuration (teleportation);
  reverse ­ abjuration
  Duration: normal ­ instantaneous; reverse ­ 5 rounds
  Saving Throw: normal ­ Will negates;
  reverse ­ Will negates
  Normal: Your recitation details the location of the
  subject to the minutest of details. Of course, in order to
  elicit some useful response from the universe, your
  recitation is a complete fabrication. The goal, of course,
  is to get the universe to do the moving for you.
  The subject and up to 100 pounds of equipment
  vanishes in a puff of smoke and reappears in an
  unoccupied square in range of the reciter. The reciter
  must be able to see this square. If the subject has too
  much equipment, the reciter's choice of equipment
  clatters to the ground in the square in which the subject
  started. Equipment whose natural response to being
  dropped is not to clatter to the ground does whatever it
  is that it usually does.
  Reverse: Your recitation details the location of the
  subject to the minutest of details. The location detailed
  is the truth, thus prompting the universe to take notice
  and ensure that this remains the truth for a short
  while.
  The subject is rendered completely incapable of moving
  from where it currently is. It cannot move under its own
  power; move under the power of any other creature,
  including a mount; be subject to any combat maneuvers
  that force movement or trip the target; use or be the
  target of spells and abilities that change its location,
  such as dimension door, gust of wind, teleport and
  plane shift; or otherwise change its coordinates in three­
  dimensional space by any conceivable means known to
  its or any other race. It is stuck, period. If any forbidden
  spells are cast by or on the subject, the spell is wasted
  and nothing happens. Even if the spell can affect
  multiple targets, if the subject is one of those targets or
  is affected by sheer happenstance, the entire spell
  simply fails because the universe is NOT putting up with
  that right now. On the plus side, if the subject was
  flying, it no longer needs to use its form of locomotion
  to simply hover in the air because gravity has decided to
  take a vacation for a few moments.
  Transmogrify
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates
  Normal: You recite a compound trueword. The first
  half
  describes
  the
  subject,
  while
  the
  second
  half
  describes a beast with a huge, sharp fangs.
  Your target temporarily takes on the maw of a predatory
  beast. The subject gains a bite attack. This bite can be
  used in the two ways detailed below. First, the bite may
  be used on its own as an attack action, dealing regular
  bite damage + 1 1/2 times the subject's Strength
  modifier damage. Second, the bite may be used as part
  of a full attack action, dealing regular bite damage + 1/2
  the subject's Strength modifier damage. When used as
  part of a full attack action, the bite attack roll is made at
  the subject's highest attack modifier ­5. A bite attack
  deals bludgeoning, slashing, and piercing damage.
  Reverse: You recite a detailed description of the
  subject,
  but
  leave
  out
  one
  important
  detail.
  The
  universe, peeking up from whatever it is it normally
  does, notices that the trueword recited and the creature
  itself are at odds. Truemagic being what it is, the
  creature begins to change...
  Your target finds one of its natural weapons atrophied
  to the point of uselessness or utterly removed. Choose
  one of the subject's natural weapons, such as bite, claw,
  tail slap, or wings. This natural weapon shrinks or
  vanishes utterly; the subject cannot make attacks with
  that particular natural weapon. If the natural weapon is
  also a form of locomotion, such as a dragon's wings
  providing flight, then that form of locomotion is
  unavailable for the duration of this recitation. If the
  subject loses its last natural attack to this recitation,
  then the subject gains a slam attack.
  70
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Uttered Portents
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: divination
  Duration: 5 rounds or until discharged
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Your recitation states what the future will
  be, and it shall be a triumphant future! The universe
  shifts slightly to make as much of your recitation a
  reality as is physically possible.
  Your target's actions become an axis upon which the
  universe revolves for a short period of time. The
  subject's gains a +4 insight bonus to his next attack roll.
  Reverse: Your recitation states what the future will
  be,
  but
  rather
  than
  predict
  victory,
  you
  predict
  hardship and defeat at the hands of the enemy.
  Your target's actions become hindered by an alternate
  future that becomes all too real at just the wrong time.
  The subject takes a ­4 penalty to his next attack roll.
  Vampiric Intonation
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: necromancy
  Duration: instantaneous
  Saving Throw: normal ­ Fortitude halves;
  reverse ­ Fortitude negates (harmless)
  Normal: Your recitation speaks of theft and larceny
  on the spiritual level.
  Your target's life force is drained for your own use. The
  subject takes 5d6 points of damage with a Fortitude
  save for half. You gain an amount of temporary hit
  points equal to the damage dealt. These temporary hit
  points persist for 1 hour. Temporary hit points gained
  from damaging separate creatures with this recitation
  do not stack.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: Your recitation speaks of the incredible
  donation you are making.
  Your life force is drained for the target's use. You take
  5d6 points of damage and your subject gains temporary
  hit
  points
  equal
  to
  the
  damage
  you
  took.
  These
  temporary hit points persist for 1 minute. If this
  recitation has multiple targets, they all gain temporary
  hit points equal to the damage you took.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Vampiric Intonation, Greater
  Recitation Level: 6
  Codex: Heart and Mind
  Similar School: necromancy
  Duration: instantaneous
  Saving Throw: normal ­ Fortitude halves;
  reverse ­ Fortitude negates (harmless)
  Normal: Your recitation speaks of the rending of the
  soul in minute detail.
  Your target's life force is drained for your own use. The
  subject takes 10d6 points of damage with a Fortitude
  save for half. You gain an amount of temporary hit
  points equal to the damage dealt. These temporary hit
  points persist for 1 hour. Temporary hit points gained
  from damaging separate creatures with this recitation
  do not stack.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: Your recitation makes grandiose claims
  regarding the potency of your life force and how
  there's plenty to go around.
  Your life force is drained for the target's use. You take
  10d6
  points
  of
  damage
  and
  your
  subject
  gains
  temporary hit points equal to the damage you took.
  These temporary hit points persist for 1 minute. If this
  recitation has multiple targets, they all gain temporary
  hit points equal to the damage you took.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Venomous Tongue
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: normal ­ transmutation;
  reverse ­ conjuration
  Duration: normal ­ 5 rounds; reverse ­ 2 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates
  Normal:
  Your
  recitation
  focuses
  on
  serpentine
  imagery and the venom held within such creatures.
  Much in the same way as antivenom is produced from
  venom, a limited resistance to such toxins can be
  elicited from this truemagic.
  Your target becomes slightly resistant to poisons. The
  subject gains a +2 alchemical bonus to saving throws
  made against poisons.
  Reverse: Your recitation focuses on serpents and the
  act of biting down on a victim.
  A pair of puncture wounds appear on the subject's body.
  When the recitation's duration expires, the subject takes
  2 points of Constitution damage with a Fortitude save to
  negate. This is a poison effect.
  71
  Ultimate Truenaming
  Interjection Games
  
  Verbal Alchemy
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds or until discharged (see text)
  Saving Throw: Fortitude negates (harmless)
  Normal: Combining the syllables for "acid tongue"
  with that of a snake's tongue makes the resulting
  spitting much more efficient.
  The subject's salivary glands fill with alchemical acid. As
  a swift action, the subject may spit this acid at a creature
  within 30 feet, dealing damage as though the target had
  been struck with a flask of acid, including splash
  damage, on a successful ranged touch. Once the subject
  has spit five times in this manner, the recitation ends
  immediately.
  Reverse: Apparently, snakes can also spit fire.
  The subject's salivary glands fill with alchemist's fire. As
  a swift action, the subject may spit this fire at a creature
  within 30 feet, dealing damage as though the target had
  been struck with a flask of alchemist's fire, including
  splash damage, on a successful ranged touch. Once the
  subject has spit three times in this manner, the
  recitation ends immediately.
  Verbal Alchemy, Greater
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds or until discharged (see text)
  Saving Throw: Fortitude negates (harmless)
  Normal: Enterprising gnomish truenamers fell in love
  with the idea of spitting acid and worked long and
  hard to make that acid even more caustic. After several
  grisly
  mishaps,
  they
  decided
  to
  spend
  the
  time
  developing a way to make the recipient withstand the
  acid in the first place.
  The subject's salivary glands fill with alchemical acid. It
  also gains acid resistance 20. Once per round as a free
  action, the subject may spit this acid at a creature within
  30 feet, dealing damage as though the target had been
  struck with a flask of acid, including splash damage, on
  a successful ranged touch. Each time the subject spits
  acid, the acid resistance granted by this recitation
  decreases by ­4. Once the subject has spit five times in
  this manner, the recitation ends immediately.
  Reverse: Having learned their lesson, these gnomish
  truenamers approached the reverse with care.
  The subject's salivary glands fill with alchemist's fire. It
  also gains fire resistance 20. Once per round as a free
  action, the subject may spit this fire at a creature within
  30 feet, dealing damage as though the target had been
  struck with a flask of alchemist's fire, including splash
  damage, on a successful ranged touch. Each time the
  subject spits fire, the fire resistance granted by this
  recitation decreases by ­5. Once the subject has spit four
  times in this manner, the recitation ends immediately.
  Verbal Alchemy, Lesser
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds or until discharged (see text)
  Saving Throw: Fortitude negates (harmless)
  Normal: The First Language takes the phrase "acid
  tongue" quite literally.
  The subject's salivary glands fill with alchemical acid. As
  a standard action, the subject may spit this acid at a
  creature within 30 feet, dealing damage as though the
  target had been struck with a flask of acid, including
  splash damage, on a successful ranged touch. Once the
  subject has spit twice in this manner, the recitation ends
  immediately.
  Reverse: The same goes for "dragon breath" or
  "dragon lady".
  The subject's salivary glands fill with alchemist's fire. As
  a standard action, the subject may spit this fire at a
  creature within 30 feet, dealing damage as though the
  target had been struck with a flask of alchemist's fire,
  including splash damage, on a successful ranged touch.
  Once the subject has spit once in this manner, the
  recitation ends immediately.
  Waste Away
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: normal ­ necromancy;
  reverse ­ conjuration (healing)
  Duration: normal ­ 5 rounds; reverse ­ instantaneous
  Saving Throw: see text
  Normal: Your recitation refers to the subject as weak
  and sickly, an individual not long for this world.
  Your target is wracked by phantom pains. Each round at
  the beginning of your turn, the subject takes 2d6 points
  of damage with a Fortitude save to negate. If the subject
  fails his Fortitude save, he is sickened for 1 round.
  Reverse: Your recitation refers to an individual as
  hale and hearty. Though this does little for those who
  are already healthy, it can do wonders for those who
  are under the weather.
  Your target benefits from a surge of vitality. The subject
  is entitled to an additional saving throw against his
  choice of one of the following: a mundane poison effect,
  a mundane disease effect, or an effect that has made
  him sickened or nauseated.
  If this saving throw is
  successful, the effect ends immediately.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  72
  Bradley Crouch, Thilo Graf, Jason Linker
  Heart and Mind List
  
  Whispers of Glastiglaroth
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: divination
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Glastiglaroth is a god of all knowledge.
  Given he knows pretty much everything, he has taken
  an intense interest in the short­lived mortal races, for
  the present­day actions of those with free will are
  among the only things that carry any sense of the
  unknown anymore. He particularly enjoys those who
  go about trying to scoop up as much knowledge as they
  can before their mortality renders such an effort a
  moot point, and helps said search along when he can.
  Not surprisingly, his name pops up fairly often in
  Truespeech research.
  Name a skill. If the subject has no ranks in that skill, it
  receives a +10 competence bonus to it and may perform
  that skill untrained.
  Reverse: Of course, there are those who would use
  knowledge to do things that go against Glastiglaroth's
  wishes. He has tools for them, as well.
  Name a skill. The subject is treated as though it has no
  ranks in that skill, and if that skill has Intelligence,
  Wisdom, or Charisma as its key ability, the subject
  cannot perform that skill untrained.
  Wholeness Locution
  Recitation Level: 3
  Codex: Heart and Mind
  Similar School: normal ­ conjuration (healing);
  reverse ­ necromancy
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: You recite a precise description of the subject
  as that individual would be described if not burnt,
  bruised,
  bleeding,
  or
  otherwise
  abused
  by
  the
  adventuring profession. The subject's wounds close in
  accordance with this.
  Your target's wounds begin to close with trollish
  efficiency. This recitation grants your target fast healing
  3.
  Reverse: You recite a precise description of the subject
  as that individual would be described after being
  mugged by a small group of thugs. Wounds and
  lacerations spontaneously appear on the subject in
  accordance with this.
  This recitation deals 4 points of damage to the target
  immediately, plus an additional 3 points of damage each
  round at the beginning of your turn.
  Wholeness Locution. Greater
  Recitation Level: 5
  Codex: Heart and Mind
  Similar School: normal ­ conjuration (healing);
  reverse ­ necromancy
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: You recite a precise description of the subject
  as that individual would be described if not burnt,
  bruised,
  bleeding,
  or
  otherwise
  abused
  by
  the
  adventuring profession. The subject's wounds rapidly
  close in accordance with this.
  Your target's wounds begin to close with trollish
  efficiency. This recitation grants your target fast healing
  5.
  Reverse: You recite a precise description of the subject
  as that individual would be described after being
  mauled
  by
  several
  angry
  bears.
  Wounds
  and
  lacerations spontaneously appear on the subject in
  accordance with this.
  This recitation deals 6 points of damage to the target
  immediately, plus an additional 5 points of damage each
  round at the beginning of your turn.
  Wholeness Locution, Lesser
  Recitation Level: 1
  Codex: Heart and Mind
  Similar School: normal ­ conjuration (healing);
  reverse ­ necromancy
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: You recite a precise description of the subject
  as that individual would be described if not burnt,
  bruised,
  bleeding,
  or
  otherwise
  abused
  by
  the
  adventuring profession. The subject's wounds slowly
  close in accordance with this.
  Your target's wounds begin to close with trollish
  efficiency. This recitation grants your target fast healing
  1.
  Reverse: You recite a precise description of the subject
  as
  that
  individual
  would
  be
  described
  after
  a
  particularly brutal bar fight. Wounds and lacerations
  spontaneously appear on the subject in accordance
  with this.
  This recitation deals 2 points of damage to the target
  immediately, plus an additional 1 point of damage each
  round at the beginning of your turn.
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  Ultimate Truenaming
  Interjection Games
  
  Word of Resilience
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates
  Normal: The subject of your recitation experiences
  slight discomfort as his flesh significantly thickens
  temporarily.
  Your target's skin becomes tough and unyielding, much
  like a suit of hide amor. This recitation grants your
  target a +4 enhancement bonus to natural armor.
  Constructs not made of flesh, incorporeal undead,
  elementals, and other creatures without an organic
  outer covering are immune to this recitation.
  Reverse: The subject of your recitation experiences
  significant discomfort as his flesh dries out and cracks.
  Your target's skin becomes tough and craggy, then
  abruptly splits, causing great discomfort. This recitation
  imposes a ­4 penalty to the target's natural armor bonus
  to AC. If the target has no natural armor bonus to AC,
  then it takes a ­2 penalty to AC instead. Constructs not
  made of flesh, incorporeal undead, elementals, and
  other creatures without an organic outer covering are
  immune to this recitation.
  Word of Resilience, Greater
  Recitation Level: 6
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates
  Normal: The subject of your recitation experiences
  slight discomfort as his becomes momentarily thick
  and resilient, much like that of a rhinoceros.
  Your target's skin becomes tough and unyielding, much
  like the skin of an ancient and battlescarred rhinoceros.
  This recitation grants your target a +6 enhancement
  bonus to natural armor. Constructs not made of flesh,
  incorporeal undead, elementals, and other creatures
  without an organic outer covering are immune to this
  recitation.
  Reverse: The subject of your recitation experiences
  significant discomfort as his flesh becomes a mass of
  weeping sores.
  Your target's skin becomes tough and craggy, then
  abruptly splits, causing great discomfort. This recitation
  imposes a ­6 penalty to the target's natural armor bonus
  to AC. If the target has no natural armor bonus to AC,
  then it takes a ­3 penalty to AC instead. Constructs not
  made of flesh, incorporeal undead, elementals, and
  other creatures without an organic outer covering are
  immune to this recitation.
  Word of Resilience, Lesser
  Recitation Level: 2
  Codex: Heart and Mind
  Similar School: transmutation
  Duration: 5 rounds
  Saving Throw: normal ­ Fortitude negates (harmless);
  reverse ­ Fortitude negates
  Normal: The subject of your recitation experiences
  slight discomfort as his flesh thickens temporarily.
  Your target's skin becomes tough and unyielding, much
  like a suit of boiled leather armor. This recitation grants
  your target a +2 enhancement bonus to natural armor.
  Constructs not made of flesh, incorporeal undead,
  elementals, and other creatures without an organic
  outer covering are immune to this recitation.
  Reverse: The subject of your recitation experiences
  significant discomfort as his flesh dries out and cracks.
  Your target's skin becomes tough and craggy, then
  abruptly splits, causing great discomfort. This recitation
  imposes a ­2 penalty to the target's natural armor bonus
  to AC. If the target has no natural armor bonus to AC,
  then it takes a ­1 penalty to AC instead. Constructs not
  made of flesh, incorporeal undead, elementals, and
  other creatures without an organic outer covering are
  immune to this recitation.
  Wrestler's Motto
  Recitation Level: 4
  Codex: Heart and Mind
  Similar School: enchantment [mind­affecting]
  Duration: 5 rounds
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: You proclaim that the subject of your
  recitation is adept in thirteen forms of unarmed
  combat. Given the way things work, he now is.
  Your target becomes temporarily knowledgeable about
  chokeholds, suplexes, and other such maneuvers. The
  subject gets a +3 enhancement bonus to all combat
  maneuver rolls made in melee combat.
  Reverse: You proclaim that the subject of your
  recitation has never won an unarmed scuffle. The
  universe strives to make this true.
  Your target forgets much of what he knew about
  chokeholds and... what were they called again? The
  subject takes a ­3 penalty to all combat maneuver rolls
  made in melee combat.
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  Heart and Mind List
  
  Codex of Artifice Summary
  Level 2
  Affluence
  normal ­ Subject's clothing grants a +4 circumstance
  bonus to Disguise and Diplomacy checks to look and act
  wealthy
  reverse ­ Subject's clothing grants a +4 circumstance
  bonus to Disguise and Diplomacy checks to look and act
  penniless
  Enhance Blade
  normal ­ Subject's weapon has its enhancement bonus
  increase by +2, to a maximum of +3
  reverse ­ Subject's weapon has its enhancement bonus
  reduced by ­2.
  Enhance Bulwark
  normal ­ Subject's armor or shield has its enhancement
  bonus increase by +2, to a maximum of +3
  reverse ­ Subject's armor or shield has its enhancement
  bonus reduced by ­2
  Leechbond, Lesser
  normal ­ Subject's shirt deals 1d4 damage per round,
  returned to you as temporary hit points
  reverse ­ Your take 1d4 damage per round, sent to
  subject as temporary hit points
  Motive Force
  normal ­ A small or smaller inanimate object is
  animated under your control
  reverse ­ The subject, a construct, is slowed
  Paranoia
  normal ­ Your subject, a flask of alchemical goods,
  becomes a proximity mine
  reverse ­ Subject becomes capable of escaping the
  notice of area detection spells
  Translate
  normal ­ A written work is rapidly translated to another
  language
  reverse ­ A written work is rewritten in code
  Wardrobe Malfunction
  normal ­ The subject treats worn armor as having been
  donned hastily
  reverse ­ The subject treats hastily donned armor as
  having been properly donned
  Uncork
  normal ­ The subject's next potion is consumed as a
  move action
  reverse ­ The subject's next potion is consumed as a
  full­round action
  Volatilize, Lesser
  normal ­ 1st­level or lower potion becomes thrown
  splash weapon
  reverse ­ 1st­level or lower potion becomes temporarily
  inert
  Level 3
  Alter Blade
  normal ­ Subject's weapons gain a weapon special
  ability with a +1 enhancement modifier
  reverse ­ Subject's weapons cannot bypass metal­based
  DR for any reason
  Alter Bulwark
  normal ­ Subject's armor or shield gains an armor or
  shield special ability with a +1 enhancement modifier
  reverse ­ Critical hits suffered by the subject take
  additional damage equal to twice the critical multiplier
  of the attack
  Bodyless Bodyguard
  normal ­ Subject animates and makes attacks of
  opportunity on creatures that approach you
  reverse ­ Subject animates and grants you a shield
  bonus to AC
  Chronacles
  normal ­ Subject's glasses store a single die roll that can
  be used at will by wearer; staggered if roll is unused
  reverse ­ Subject's glasses store a single die roll that can
  be forced upon the subject by you; staggered if roll is
  unused
  Garble
  normal ­ Scroll becomes unreadable and is treated as
  not on the reader's spell list
  reverse ­ Scroll includes annotations, granting a +5
  circumsance bonus to Use Magic Device when read
  Impromptu Implement
  normal ­ Wand­like implement deals damage
  reverse ­ Wand­like implement grants temporary hit
  points
  Repair Manual Except
  normal ­ An item gains temporary hit points equal to
  the number of hit points lost; if repaired by any amount,
  these temporary hit points become permanent
  reverse ­ An item gains the broken condition
  Riotous Stoning
  normal ­ A stone becomes a high­powered explosive
  reverse ­ Subject is immune to splash damage from
  mundane sources
  Tinkering
  normal ­ Construct's natural weapons gain a weapon
  special ability with an enhancement modifier of +1
  reverse ­ Construct gains an armor special ability with
  an enhancement modifier of +1
  Wyrdbramble
  normal ­ Wand copies spell of potion; potion consumed
  reverse ­ Potion copies spell of wand; wand expends 1
  charge
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  Interjection Games
  
  Level 4
  Blastbramble
  normal ­ Wand gains a temporary charge
  reverse ­ Activating a wand costs twice as many charges
  Enhance Blade, Greater
  normal ­ Subject's weapon has its enhancement bonus
  increase by +3, to a maximum of +4
  reverse ­ Subject's weapon has its enhancement bonus
  reduced by ­3
  Enhance Bulwark, Greater
  normal ­ Subject's armor or shield has its enhancement
  bonus increase by +3, to a maximum of +4
  reverse ­ Subject's armor or shield has its enhancement
  bonus reduced by ­3
  Leechbond
  normal ­ Subject's shirt deals 2d4 damage per round,
  returned to you as temporary hit points
  reverse ­ You take 2d6 damage per round, sent to
  subject as temporary hit points
  Ringbearer
  normal ­ Wearer of ring becomes invisible and gains
  ghost touch to all weapons wielded
  reverse ­ Wearer of ring takes a ­2 penalty to saving
  throws against poisons and diseases, doubled against
  injury
  afflictions;
  penalty
  remains
  for
  duration
  of
  affliction delivered during recitation
  Riveting Conversation
  normal ­ An item becomes intelligent and can answer
  questions
  reverse ­ A sentient item temporarily loses its sentience
  Toughening Chant
  normal ­ An item gains +5 hardness
  reverse ­ An item's hardness is reduced by ­5
  Volatilize
  normal ­ 2nd­level or lower potion becomes thrown
  splash weapon
  reverse ­ 2nd­level or lower potion becomes temporarily
  inert
  Level 5
  Bodyless Bodyguard, Greater
  normal ­ Subject animates and makes attacks of
  opportunity on creatures that approach you; special
  abilities are not suppressed
  reverse ­ Subject animates and grants you a shield
  bonus to AC; special abilities are not suppressed
  Idiot­proofing
  normal ­ Wand grants a +10 ­ twice its spell level
  circumstance bonus to Use Magic Device checks made
  to activate it
  reverse ­ DC of Use Magic Device check to use wand
  increases by +5
  Impromptu Implement, Greater
  normal ­ Wand­like implement deals more damage
  reverse ­ Wand­like implement grants more temporary
  hit points
  Rig the Game
  normal
  ­
  Weapon's
  first
  miss
  each
  round
  is
  automatically rerolled
  reverse ­ Weapon's first hit each round is automatically
  rerolled
  Riotous Stoning, Greater
  normal ­ A stone becomes a even more high­powered
  explosive
  reverse ­ Subject is immune to splash damage from all
  sources
  Snag
  normal ­ Steal subject's wielded weapon or shield, but
  only if you have empty hands to wield it yourself; 2­
  round wait
  reverse ­ Subject gets a +5 insight bonus to CMD
  against the steal combat maneuver
  Tinkering, Greater
  normal ­ Construct's natural weapons gain a weapon
  special ability with an enhancement modifier of +2
  reverse ­ Construct gains an armor special ability with
  an enhancement modifier of +2
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  Artifice Summary
  
  Level 6
  Alter Blade, Greater
  normal ­ Subject's weapons gain a weapon special
  ability with a +3 enhancement modifier or less
  reverse ­ Subject's weapons cannot generate critical
  threats
  Alter Bulwark, Greater
  normal ­ Subject's armor or shield gains an armor or
  shield special ability with a +3 enhancement modifier
  reverse ­ Subject takes a cumulative ­1 penalty to AC
  when struck
  Blastaff
  normal ­ Wand or staff gains a temporary charge
  reverse ­ Activating a wand or staff costs double charges
  Jumpstart
  normal ­ destroyed construct is temporarily raised
  under your control
  reverse ­ destroyed construct explodes, dealing 15d6
  electric damage in a 10­ft. radius
  Leechbond, Greater
  normal ­ Subject's shirt deals 3d4 damage per round,
  returned to you as temporary hit points
  reverse ­ You take 3d6 damage per round, sent to
  subject as temporary hit points
  Motive Force, Greater
  normal ­ A gargantuan or smaller inanimate object is
  animated under your control
  reverse ­ A construct takes 100 damage after a 5­round
  wait
  Volatilize, Greater
  normal ­ 3rd­level or lower potion becomes thrown
  splash weapon
  reverse ­ 3rd­level or lower potion becomes temporarily
  inert
  Yowling Pebble
  normal ­ Pebble emits periodic burst of sound, dealing
  5d6 points of sonic damage in a 20­ft. radius
  reverse ­ Pebble emits burst of sound, dealing 13d6
  points of sonic damage in a 20­ft. radius
  Zephyr Cloak
  normal ­ Cloak grants total concealment and a +4 dodge
  bonus to AC against ranged attacks
  reverse ­ Cloak nullifies cover and imposes a ­4 penalty
  to AC against ranged attacks
  Codex of Artifice: A Primer
  Though most of the component truewords that make up
  the Codex of Artiice are themselves more simple than
  those found in the Codex of Heart and Mind, fledgling
  truenamers
  have
  an
  excessively
  difficult
  time
  understanding how to use these truewords. This is
  because in order to get word choice, tonality, and
  inflection correct, a truenamer must be able to think like
  a thing, not like a person. Though things are usually
  without intelligence, there are certain properties that
  feature very strongly in their definitions and, therefore,
  in the truewords used to command their alteration and
  manipulation. Once this barrier is breached and the
  truenamer has acquired an eye for that which is
  important, he is poised to make rapid gains in the Codex
  of Artifice.
  Like the Codes of Heart and Mind, the Codex of Artifice
  features reversible recitations. That is to say, whenever
  a truenamer recites a recitation from this codex, he gets
  to choose to produce one of two effects. All targets
  affected by the recitation are subject to the chosen
  effect. Both the normal and reverse variants of a
  recitation count as the same recitation for the purpose
  of the Law of Finite Malleability. If the spell descriptors,
  duration, saving throw, or similar school of the normal
  and reverse variants of a recitation differ in any way,
  then that line in a recitation's description will clearly
  show the difference between the two variants.
  All recitations within the Codex of Artifice share the
  following characteristics unless otherwise noted.
  Range: 60 feet
  Spell Resistance: Yes
  Codex of Artifice list
  Affluence
  Recitation Level: 2
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 minutes
  Target: clothed creature in range
  Saving Throw: Will negates (harmless)
  Normal: You compare the subject's clothing to that of
  an aristocrat, and it is so!
  The subject's clothing becomes glorious to behold,
  granting him a +4 circumstance bonus to Disguise
  checks made to look like a generic man of affluence, as
  well as a +4 circumstance bonus to Diplomacy checks
  made against the wealthy.
  Reverse: You compare the subject's clothing to that of
  a peasant, and it is so!
  The subject's clothing becomes cheap, earthy, and
  tattered, granting him a +4 circumstance bonus to
  Disguise checks made to look like a generic serf, as well
  as a +4 circumstance bonus to Diplomacy checks made
  against the peasantry.
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  Codex of Artifice List
  
  Alter Blade
  Recitation Level: 3
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: creature in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Your recitation adds new and interesting
  properties to weaponry.
  Your target enjoys flashy weaponry for a short time.
  Choose a weapon special ability with an enhancement
  modifier of +1. Weapons wielded by the subject have
  this weapon special ability.
  Reverse: Your recitation adds properties that may
  indeed be new and interesting, but they are certainly
  not appreciated.
  Your target's weapon suffers from inferior functionality.
  Weapons wielded by the subject cannot bypass metal­
  based DR, even if they are made of the appropriate
  material.
  Alter Blade, Greater
  Recitation Level: 6
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: creature in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Your recitation adds new and interesting
  properties to weaponry.
  Your target enjoys exceptionally flashy weaponry for a
  short time. Choose a weapon special ability with an
  enhancement modifier of +3 or less. Weapons wielded
  by the subject have this weapon special ability.
  Reverse: Your recitation adds properties that may
  indeed be new and interesting, but they are certainly
  not appreciated.
  Your target's weapon suffers from inferior functionality.
  Weapons wielded by the subject cannot generate critical
  threats.
  Alter Bulwark
  Recitation Level: 3
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: creature in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Your recitation adds new and interesting
  properties to defensive hardware.
  Your target enjoys flashy defenses for a short time.
  Select armor or shields, then choose a special ability for
  the chosen equipment type with an enhancement
  modifier of +1. Equipment of the chosen type wielded or
  worn by the subject have the chosen special ability.
  Reverse: Your recitation adds properties that may
  indeed be new and interesting, but they are certainly
  not appreciated.
  Your target's defensive hardware suffers from inferior
  functionality. Whenever the subject takes a critical hit,
  he takes additional damage equal to twice the critical
  multiplier of the attack.
  Alter Bulwark, Greater
  Recitation Level: 6
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: creature in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ none
  Normal: Your recitation adds new and interesting
  properties to defensive hardware.
  Your target enjoys flashy defenses for a short time.
  Select armor or shields, then choose a special ability for
  the chosen equipment type with an enhancement
  modifier of +3 or less. Equipment of the chosen type
  wielded or worn by the subject have the chosen special
  ability.
  Reverse: Your recitation adds properties that may
  indeed be new and interesting, but they are certainly
  not appreciated.
  Your target's defensive hardware suffers from inferior
  functionality. Whenever the subject is struck in melee,
  he takes a ­1 penalty to AC, up to a maximum of the
  subject's armor and shield bonuses to AC combined.
  78
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  Artifice List
  
  Blastbramble
  Recitation Level: 4
  Codex: Artifice
  Similar School: evocation
  Duration: 5 rounds
  Target: a wand in range
  Saving Throw: none
  Normal: Repeating your belief that a wand hasn't run
  out
  of
  juice
  yet
  actually
  works
  when
  done
  in
  Truespeech.
  Your target, a wand, gains a temporary charge.
  Reverse: They just don't make wands like they used
  to.
  Your target, a wand, consumes two charges when used
  rather than just one.
  Blastaff
  Recitation Level: 6
  Codex: Artifice
  Similar School: evocation
  Duration: 5 rounds
  Target: a wand in range
  Saving Throw: none
  Normal: If a truenamer's belief in his implements is
  great enough, even a staff can be given a second lease
  on life.
  Your target, a wand, rod, or staff, gains a temporary
  charge.
  Reverse: When a truenamer wills it, it seems that
  nothing works right anymore.
  Your target, a wand, rod, or staff, consumes twice the
  charges it normally does when used.
  Bodyless Bodyguard
  Recitation Level: 3
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: normal ­ an unattended weapon of your size
  category or smaller in range;
  reverse ­ an unattended shield of your size category or
  smaller in range
  Saving Throw: none
  Normal: Your recitation imbues a weapon with a
  sense of honor and pride. You are a thing to be
  protected at all costs!
  Your
  target
  becomes
  a
  bodyguard.
  The
  subject
  immediately takes flight and hovers over your shoulder.
  If there are obstructions, such as prison bars through
  which the weapon cannot fit, the subject continues to
  bash and clang against the obstruction ineffectually
  until
  the
  duration
  of
  the
  recitation
  ends
  or
  the
  obstruction is removed through some other means. The
  weapon flies in a close orbit around you. Treat the
  weapon as having a 10­foot reach from the space you
  occupy regardless of its size or whether or not it is a
  reach weapon. This weapon can make a single attack of
  opportunity per round with an attack bonus equal to
  your reciter level + your Intelligence modifier. Any
  weapon special abilities and enhancement bonuses are
  suppressed by the recitation, but the weapon adds your
  Intelligence modifier to its damage rolls.
  Reverse: Your recitation imbues a shield with the
  need to protect you from harm.
  Your
  target
  becomes
  a
  bodyguard.
  The
  subject
  immediately takes flight and hovers over your shoulder.
  If there are obstructions, such as prison bars through
  which the shield cannot fit, the subject continues to
  bash and clang against the obstruction ineffectually
  until
  the
  duration
  of
  the
  recitation
  ends
  or
  the
  obstruction is removed through some other means. You
  gain the shield's shield bonus to AC; however any armor
  special
  abilities
  and
  enhancement
  bonuses
  are
  suppressed by the recitation.
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  Bodyless Bodyguard, Greater
  Recitation Level: 5
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: normal ­ an unattended weapon of your size
  category or smaller in range;
  reverse ­ an unattended shield of your size category or
  smaller in range
  Saving Throw: none
  Normal: Your recitation imbues a weapon with a
  sense of honor and pride. You are a thing to be
  protected at all costs!
  Your
  target
  becomes
  a
  bodyguard.
  The
  subject
  immediately takes flight and hovers over your shoulder.
  If there are obstructions, such as prison bars through
  which the weapon cannot fit, the subject continues to
  bash and clang against the obstruction ineffectually
  until
  the
  duration
  of
  the
  recitation
  ends
  or
  the
  obstruction is removed through some other means. The
  weapon flies in a close orbit around you. Treat the
  weapon as having a 10­foot reach from the space you
  occupy regardless of its size or whether or not it's a
  reach weapon. This weapon can make a single attack of
  opportunity per round with an attack bonus equal to
  your reciter level + your Intelligence modifier. This
  weapon can make a single attack of opportunity per
  round with an attack bonus equal to your reciter level +
  your Intelligence modifier. The weapon adds your
  Intelligence modifier to its damage rolls. In addition, no
  weapon
  special
  abilities
  are
  suppressed.
  Reverse: Your recitation imbues a shield with the
  need to protect you from harm.
  Your
  target
  becomes
  a
  bodyguard.
  The
  subject
  immediately takes flight and hovers over your shoulder.
  If there are obstructions, such as prison bars through
  which the shield cannot fit, the subject continues to
  bash and clang against the obstruction ineffectually
  until
  the
  duration
  of
  the
  recitation
  ends
  or
  the
  obstruction is removed through some other means. You
  gain the shield's shield bonus to AC, as well as the
  benefits of any shield special abilities.
  Chronacles
  Recitation Level: 3
  Codex: Artifice
  Similar School: divination
  Duration: 3 rounds
  Target: goggles, lenses, or other eyewear in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: You predict the immediate future, and the
  universe works to make this prediction come true. If
  you do not follow through with your prediction,
  however, there may be a backlash.
  Roll a single d20 and record the result. At any point
  during the duration of this recitation, the wearer of the
  affected eyewear may use that roll for a single ability
  check, attack roll, initiative check, saving throw, or skill
  check, using the recorded result in place of a roll. This
  recitation cannot be used to replace a roll that has
  already been made; the recorded result must be used
  instead of a roll. Once the wearer of the eyewear has
  used this recorded result or the duration of the
  recitation ends, the recitation's effect ends. If the
  duration of the recitation expires without the stored roll
  having been used, the wearer of the eyewear becomes
  staggered for 1 round with no saving throw allowed. If
  the eyewear has no wearer, you are staggered for 1
  round with no saving throw allowed.
  Reverse: You can force your view of the future upon
  another creature.
  Roll a single d20 and record the result. At any point
  during the duration of this recitation, you may force the
  wearer of the affected eyewear to use that roll for a
  single ability check, attack roll, initiative check, saving
  throw, or skill check, using the recorded result in place
  of a roll. This recitation cannot be used to replace a roll
  that has already been made; the recorded result must be
  used instead of a roll. Once the recorded result has been
  forced upon the wearer of the eyewear or the duration of
  the recitation ends, the recitation's effect ends. If the
  duration of the recitation expires without the stored roll
  having been used, you become staggered for 1 round
  with no saving throw allowed.
  80
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  Artifice List
  
  Enhance Blade
  Recitation Level: 2
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: creature in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Your recitation talks up a weapon in a
  manner reminiscent of a merchant trying to sell a used
  wagon.
  Your target enjoys superior weaponry for a short time.
  Weapons wielded by the subject gain a +2 bonus to their
  enhancement bonus, to a maximum of +3.
  Reverse: Your recitation talks down a weapon in a
  manner reminiscent of an individual haggling with a
  merchant who is trying to sell a used wagon.
  Your target's weaponry becomes inferior for a short
  time. Weapons wielded by the subject have their
  enhancement bonus reduced by ­2.
  Enhance Blade, Greater
  Recitation Level: 4
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: creature in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Your recitation talks up a weapon in a
  manner reminiscent of a merchant trying to sell a used
  wagon.
  Your target enjoys superior weaponry for a short time.
  Weapons wielded by the subject gain a +3 bonus to their
  enhancement bonus, to a maximum of +4.
  Reverse: Your recitation talks down a weapon in a
  manner reminiscent of an individual haggling with a
  merchant who is trying to sell a used wagon.
  Your target's weaponry becomes inferior for a short
  time. Weapons wielded by the subject have their
  enhancement bonus reduced by ­3.
  Enhance Bulwark
  Recitation Level: 2
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: creature in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal:
  Your
  recitation
  talks
  up
  a
  defensive
  implement in a manner reminiscent of a merchant
  trying to sell a used wagon.
  Your target enjoys superior defenses for a short time.
  Select armor or shields. Equipment of the selected type
  wielded by the subject gain a +2 bonus to their
  enhancement bonus, to a maximum of +3.
  Reverse: Your recitation talks down a defensive
  implement in a manner reminiscent of an individual
  haggling with a merchant who is trying to sell a used
  wagon.
  Your target's defensive equipment becomes inferior for
  a short time. Select armor or shields. Equipment of the
  chosen type has its enhancement bonus reduced by ­2.
  Enhance Bulwark, Greater
  Recitation Level: 4
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: creature in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal:
  Your
  recitation
  talks
  up
  a
  defensive
  implement in a manner reminiscent of a merchant
  trying to sell a used wagon.
  Your target enjoys superior defenses for a short time.
  Select armor or shields. Equipment of the selected type
  wielded by the subject gain a +3 bonus to their
  enhancement bonus, to a maximum of +4.
  Reverse: Your recitation talks down a defensive
  implement in a manner reminiscent of an individual
  haggling with a merchant who is trying to sell a used
  wagon.
  Your target's defensive equipment becomes inferior for
  a short time. Select armor or shields. Equipment of the
  chosen type has its enhancement bonus reduced by ­3.
  81
  Ultimate Truenaming
  Interjection Games
  
  Garble
  Recitation Level: 3
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: a scroll in range
  Saving Throw: none
  Normal: Water stains, physician­grade penmanship,
  and poor grammatical choice are all attributed to the
  scroll in question.
  A creature attempting to cast a spell from the affected
  scroll treats that spell as though it were not on its spell
  list.
  Reverse: Clear penmanship and helpful annotations
  are attributed to the scroll in question.
  A creature attempting to cast a spell from the affected
  scroll gets a +5 circumstance bonus to Use Magic Device
  checks made to do so.
  Idiot­proofing
  Recitation Level: 5
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: wand in range
  Saving Throw: none
  Normal: Magic is difficult for some, but a truenamer
  can convince the universe otherwise.
  An individual attempting to use the affected wand
  receives a circumstance bonus to his Use Magic Device
  equal to 10 ­ twice the wand's spell level.
  Reverse: That said, some truenamers find it funny to
  make magic more difficult and wait for the explosions.
  The Difficulty Class of the Use Magic Device skill check
  required to activate the affected wand safely increases
  by +5.
  Impromptu Implement
  Recitation Level: 3
  Codex: Artifice
  Similar School: normal ­ evocation [force];
  reverse ­ necromancy
  Duration: 1 minute
  Target: a non­magical one­handed object in range
  Saving Throw: none
  Normal: A truenamer can imbue a random piece of
  scrap with power that he insists it always had.
  Your target, a random piece of non­magical scrap,
  becomes imbued with power. The scrap is treated as
  having 6 charges. As a standard action, the wielder of
  the scrap can spend any number of charges to fire a
  blast of raw energy. Treat this as a ranged touch attack
  with a range of 60 feet that deals 1d8 points of damage
  per charge spent.
  Reverse: Even a piece of generic scrap can be a potent
  protective implement when a truenamer says it is.
  Your target, a random piece of non­magical scrap,
  becomes imbued with power. The scrap is treated as
  having 6 charges. As a standard action, the wielder of
  the scrap can spend any number of charges to grant
  himself 1d4 temporary hit points per charge spent.
  These temporary hit points last for 1 minute.
  Impromptu Implement, Greater
  Recitation Level: 5
  Codex: Artifice
  Similar School: normal ­ evocation [force];
  reverse ­ necromancy
  Duration: 1 minute
  Target: a non­magical one­handed object in range
  Saving Throw: none
  Normal: A truenamer can imbue a random piece of
  scrap with significant power that he insists it always
  had.
  Your target, a random piece of non­magical scrap,
  becomes imbued with power. The scrap is treated as
  having 12 charges. As a standard action, the wielder of
  the scrap can spend any number of charges to fire a
  blast of raw energy. Treat this as a ranged touch attack
  with a range of 60 feet that deals 1d8 points of damage
  per charge spent.
  Reverse: Even a piece of generic scrap can be a potent
  protective implement when a truenamer says it is.
  Your target, a random piece of non­magical scrap,
  becomes imbued with power. The scrap is treated as
  having 12 charges. As a standard action, the wielder of
  the scrap can spend any number of charges to grant
  himself 1d4 temporary hit points per charge spent.
  These temporary hit points last for 1 minute.
  82
  Bradley Crouch, Thilo Graf, Jason Linker
  Artifice List
  
  Jumpstart
  Recitation Level: 6
  Codex: Artifice
  Similar School: evocation
  Duration: normal ­ 5 rounds; reverse ­ instantaneous
  Target: the "corpse" of a construct in range
  Saving Throw: normal ­ none; reverse ­ Reflex halves
  Normal: A construct is not truly alive. It is merely an
  object animated by magic with a source of power to
  keep it going. Though it'll certainly make a construct
  scrap
  in
  short
  order,
  even
  an
  unstable
  hulk
  of
  formerly­cohesive materials can rise up one last time.
  You pour an immense amount of electrical energy into
  the remains of a fallen construct, forcing it back to
  service for a short period of time. The construct's
  current hit points are set to half its maximum hit points
  and it treats you as its master. While animated in this
  manner, it cannot use any supernatural or spell­like
  abilities it possesses. When this recitation expires,
  several key capacitors short out and explode, destroying
  the construct once more and rendering it impossible to
  target with this recitation, or its reverse variant, again.
  Reverse: Conversely, a fallen construct makes an
  excellent explosive.
  You overcharge several key capacitors in the construct's
  body, causing it to explode and dealing 15d6 electric
  damage in a 10­foot radius with a Reflex save for half.
  The subject construct cannot be targeted again by this
  recitation, or its normal variant, again.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Leechbond
  Recitation Level: 4
  Codex: Artifice
  Similar School: necromancy
  Duration: 5 rounds
  Target: shirt in range
  Saving Throw: normal ­ Fortitude negates;
  reverse ­ Fortitude negates (harmless)
  Normal: When a truenamer shouts, "Your life is
  mine!", there is reason for concern.
  You imbue the affected shirt with a draining, leechlike
  presence. The wearer of the shirt takes 2d4 points of
  damage at the beginning of its turn, and you gain that
  many temporary hit points. These temporary hit points
  last for 1 minute.
  Reverse: A fairly generous truenamer may end up
  shouting, "My life is yours!"
  You imbue the affected shirt with a loving caring
  presence. At the beginning of your turn, if the shirt has a
  living wearer, you take 2d6 points of damage and the
  wearer of the shirt gains that many temporary hit
  points. These temporary hit points last for 1 minute.
  Leechbond, Greater
  Recitation Level: 6
  Codex: Artifice
  Similar School: necromancy
  Duration: 5 rounds
  Target: shirt in range
  Saving Throw: normal ­ Fortitude negates;
  reverse ­ Fortitude negates (harmless)
  Normal: When a truenamer shouts, "Your life is
  mine!", there is reason for concern. That said, when a
  truenamer this accomplished is doing the shouting, at
  learn that concern won't last for very long before it
  becomes a non­issue.
  You imbue the affected shirt with a draining, leechlike
  presence. The wearer of the shirt takes 3d4 points of
  damage at the beginning of its turn, and you gain that
  many temporary hit points. These temporary hit points
  last for 1 minute.
  Reverse: A fairly generous truenamer may end up
  shouting, "My life is yours!" "
  You imbue the affected shirt with a loving caring
  presence. At the beginning of your turn, if the shirt has a
  living wearer, you take 3d6 points of damage and the
  wearer of the shirt gains that many temporary hit
  points. These temporary hit points last for 1 minute.
  Leechbond, Lesser
  Recitation Level: 2
  Codex: Artifice
  Similar School: necromancy
  Duration: 5 rounds
  Target: shirt in range
  Saving Throw: normal ­ Fortitude negates;
  reverse ­ Fortitude negates (harmless)
  Normal: When a truenamer shouts, "Your life is
  mine!", there is reason for concern. When he does so in
  the First Language, assuming you can understand him,
  it's time to panic.
  You imbue the affected shirt with a draining, leechlike
  presence. The wearer of the shirt takes 1d4 points of
  damage at the beginning of its turn, and you gain that
  many temporary hit points. These temporary hit points
  last for 1 minute.
  Reverse:
  Healing
  is
  one
  of
  those
  things
  that
  truenamers just can't do as well as pedestrian magic
  does it. The gods know something the truenamers
  don't,
  which
  makes
  sense
  given
  how
  imperfect
  knowlege of the First Language is in this day and age.
  Of course, they never stop trying to usurp roles
  whenever they can.
  You imbue the affected shirt with a loving caring
  presence. At the beginning of your turn, if the shirt has a
  living wearer, you take 1d6 points of damage and the
  wearer of the shirt gains that many temporary hit
  points. These temporary hit points last for 1 minute.
  83
  Ultimate Truenaming
  Interjection Games
  
  Motive Force
  Recitation Level: 2
  Codex: Artifice
  Similar School: normal ­ evocation;
  reverse ­ transmutation
  Duration: 5 rounds
  Target: normal ­ an inanimate object in range;
  reverse ­ a construct in range
  Saving Throw: normal ­ none;
  reverse ­ Fortitude negates
  Normal: Your recitation describes an object as a
  living thing with a motive force of its own.
  Your target gains a semblance of life. The subject, a
  small or smaller inanimate object, becomes an animated
  object,
  as
  the
  monster,
  under
  your
  control.
  This
  recitation can be used again and again on the same
  object. If this is done, or if the object is animated by
  other means, the animated object retains its current hit
  points from animation to animation. If the animated
  object is reduced to 0 hit points, it is destroyed and
  cannot be animated again. Unlike most recitations, this
  recitation does not allow Spell Resistance.
  Reverse:
  Conversely,
  the
  same
  recitation
  said
  backward can sap some of the motive force from an
  object that already has some.
  Your target is compelled to stop moving. The subject, a
  functioning construct, is slowed as the slow spell.
  Unlike most recitations, this recitation does not allow
  Spell Resistance.
  Motive Force, Greater
  Recitation Level: 6
  Codex: Artifice
  Similar School: normal ­ evocation;
  reverse ­ transmutation
  Duration: normal ­ 5 rounds; reverse ­ 2 rounds
  Target: normal ­ an inanimate object in range;
  reverse ­ a construct in range
  Saving Throw: normal ­ none;
  reverse ­ Fortitude negates
  Normal: Your recitation describes an object as a
  living thing with a motive force of its own.
  Your target gains a semblance of life. The subject, a
  gargantuan or smaller inanimate object, becomes an
  animated object, as the monster, under your control.
  This recitation can be used again and again on the same
  object. If this is done, or if the object is animated by
  other means, the animated object retains its current hit
  points from animation to animation. If the animated
  object is reduced to 0 hit points, it is destroyed and
  cannot be animated again. Unlike most recitations, this
  recitation does not allow Spell Resistance.
  Reverse:
  Conversely,
  the
  same
  recitation
  said
  backward can sap most, if not all, of the motive force
  from an object that already has some.
  Your target is compelled to stop moving. Forever. When
  the
  recitation's
  duration
  expires,
  the
  subject,
  a
  functioning construct, takes 100 points of damage with
  a Fortitude save to negate. Unlike most recitations, this
  recitation does not allow Spell Resistance.
  84
  Bradley Crouch, Thilo Graf, Jason Linker
  Artifice List
  The
  advent
  of
  various
  recitations
  that
  can
  temporarily enhance constructs led to a bitter rivalry
  between gnomish truenamers and gnomish construct
  engineers. The former were incredibly excited about
  their latest discovery, and, gnomes being gnomes,
  weren't exactly quiet about its dissemination through
  the usual channels (scholarly journals, circles of
  friends,
  accosting
  random
  passersby
  on
  street
  corners, etc.). As anyone who purchases engineered
  equipment knows, the bells and whistles of the
  product have a better profit margin than the nuts
  and
  bolts.
  The
  truenamers,
  in
  their
  excitement,
  ruined the market for some of these bells and
  whistles. This, in turn, significantly cut into the
  engineers' earnings, singlehandedly eliminating most
  of what they refer to as "whimsy money", or extra
  cash used to develop new ideas for their own sake.
  Though evil gnomes are rare, most any gnome will
  act like one if his capacity for whimsy is reduced.
  The guantlet had been thrown down. The engineers,
  scraping together what cash they could, responded in
  kind
  with
  constructs
  that
  leveraged
  the
  First
  Language itself. The truenamers were not pleased.
  Creating a Wordforged Construct
  "Wordforged construct" is an inherited template that
  can be added to any construct (referred to hereafter as
  the base creature) as part of its construction. A
  wordforged construct uses all the base creature's
  statistics and special abilities except as noted here.
  Difficult to Create: Increase the time and gp cost
  required to create a wordforged construct by 25% over
  normal, to a minimum of +1,000 gp per Hit Die.
  Special Qualities: A wordforged construct gains the
  following.
  Echoing Body (Su): Whenever the wordforged
  construct
  is
  the
  subject
  of
  either
  the
  tinkering
  recitation or the greater tinkering recitation, the
  duration of that recitation is set to permanent, but all
  other instances of tinkering or greater tinkering
  currently in effect on the wordforged construct end
  immediately.
  CR: As base creature +1.
  Sidebar: The Wordforged
  Construct Template
  
  Paranoia
  Recitation Level: 2
  Codex: Artifice
  Similar School: divination
  Duration: normal ­ 1 minute; reverse ­ 5 rounds
  Target: normal ­ a single unit of alchemical goods in
  range; reverse ­ a creature in range
  Saving Throw: normal ­ none;
  reverse ­ Will negates (harmless)
  Normal: Your recitation imbues a fairly harmless
  flask or other alchemical good with a fairly insane
  measure of utter paranoia.
  Your target, a thrown splash weapon that requires the
  Craft
  (alchemy)
  skill
  to
  produce,
  becomes
  utterly
  paranoid even though it is otherwise mindless. Upon
  reciting this recitation, if the subject is held in the
  reciter's hands, then it may be placed in a square
  occupied by the reciter as a free action. If any living
  creature other than the reciter approaches to within 10
  feet
  of
  the
  subject,
  it
  immediately
  explodes.
  All
  creatures within 10 feet of the alchemical good are
  treated
  as
  though
  they
  were
  directly
  hit
  by
  the
  alchemical good. Saving throws are as per the item.
  There is no splash damage.
  Reverse: Your recitation claims that an individual is a
  master of stealth.
  Your target becomes exceptionally difficult to detect by
  magical means. Spells and abilities that detect the
  presence of a creature, such as alarm or traps with a
  magical detection trigger, sometimes fail to notice the
  subject. Whenever the subject enters or begins his turn
  in a square warded by such a spell, the spell must make
  a DC 20 caster level check or fail to notice the subject.
  Repair Manual Excerpt
  Recitation Level: 3
  Codex: Artifice
  Similar School: transmutation
  Duration: normal ­ 1 hour; reverse ­ 5 rounds
  Target: a weapon, a suit of armor, a shield, a tool used
  by a skill, or a wand in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: Generations of gnomish truenamers have
  devoted their careers to translating gnomish into the
  First Language. Though they have met with very
  limited success, one of their great triumphs is the
  translation of three slim volumes on the proper
  maintenance of equipment into a series of tomes that
  take up several shelves at the local library. This size
  increase is a necessary part of the First Language
  actually having a distinct word for "slightly rusty
  monkey wrench made approximately eight years ago
  by a dwarven blacksmith with a peeling coating of
  green paint on the handle" as compared to, say, a blue
  wrench.
  Your target is miraculously repaired for a short time.
  The subject gains temporary hit points equal to the its
  maximum hit points ­ its current hit points. Gaining
  temporary hit points in this matter removes the broken
  condition temporarily, if present. If the item receives a
  point of magical or non­magical repair, then all of the
  temporary hit points granted by this recitation are
  converted into permanent hit points and the recitation
  ends
  immediately.
  In
  what
  seems
  to
  be
  direct
  contravention of the Law of Flowing Rhetoric, if the
  recitation ends early in this manner, it may be used
  again immediately.
  Reverse: Though a particularly inventive bunch, the
  gnomish truenamers didn't even bother trying to speak
  their creation in reverse for many years. Once it was
  tried, funding for their projects became commonplace.
  The repair manuals had been weaponized.
  Your target is miraculously dinged and damaged for a
  short time. The subject gains the broken condition.
  85
  Ultimate Truenaming
  Interjection Games
  
  Rig the Game
  Recitation Level: 5
  Codex: Artifice
  Similar School: divination
  Duration: 3 rounds
  Target: weapon in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: As established time and time again by a
  number of recitations, pronouncing something as more
  effective than it actually is brings about a rather
  dramatic shift in that thing's efficacy.
  The first time an attack made with the affected weapon
  results in a miss each round, the wielder must reroll his
  attack roll. If this second roll would retroactively make
  the miss a hit, then the attack hits.
  Reverse:
  As
  thoroughly
  established
  in
  easier
  recitations, using the First Language to spit upon the
  efficacy of something is fairly similar to cursing that
  object.
  The first time an attack made with the affected weapon
  results in a hit each round, the wielder must reroll his
  attack roll. If this second roll would retroactively make
  the hit a miss, then the attack misses.
  Ringbearer
  Recitation Level: 4
  Codex: Artifice
  Similar School: normal ­ illusion; reverse ­ necromancy
  Duration: 5 rounds
  Target: ring in range
  Saving Throw: normal ­ Will negates (harmless);
  reverse ­ Will negates
  Normal: When this recitation is used, the universe
  groans, as if there were something about it that it
  wanted to forget.
  The wearer of the affected ring, if any, becomes invisible
  as the greater invisibility spell, and all weapons he
  wields have the ghost touch weapon special ability.
  Reverse: The universe groans when the recitation is
  spoken in reverse, as well.
  The wearer of the affected ring, if any, takes a ­2 penalty
  to saving throws against poisons and diseases, plus an
  additional ­2 penalty to saving throws against poisons
  and diseases delivered via injury, such as a poisoned
  knife or the bite of a rabid dog. This penalty persists
  after the duration of the recitation expires for any
  poison or disease delivered during its duration.
  For example, if infected with a disease that has an
  incubation period of 2 weeks by the bite of a diseased
  dog made during the duration of this recitation, the
  subject takes a ­4 penalty to all of his saving throws
  made against that disease even though the recitation is
  long over.
  Riotous Stoning
  Recitation Level: 3
  Codex: Artifice
  Similar School: normal ­ transmutation;
  reverse ­ abjuration
  Duration: 5 rounds
  Target: normal ­ a palm­sized stone in range;
  reverse ­ a creature in range
  Saving Throw: normal ­ none;
  reverse ­ Will negates (harmless)
  Normal: It seems that no matter what the race or the
  era, a people will eventually want its leader dead. This
  endless string of revolutions has been given a fairly
  extensive vocabulary of its own in the First Language.
  Your target becomes a high­powered explosive. Select
  acid, electric, or fire. The subject becomes a thrown
  splash weapon that deals 6d6 points of damage of the
  chosen energy type to creatures occupying the square in
  which it lands. Creatures within 5 feet of this square
  take 6 points of splash damage of the chosen energy
  type.
  Reverse:
  Just
  as
  the
  universe
  understands
  that
  revolution is a thing, it also understands that the
  established power structure wishes to stay established
  and has countermeasures in place.
  Your target becomes surrounded by a strange, plastic­
  like shell. The subject is immune to splash damage from
  mundane sources. Further, the splash damage dealt by
  magical sources is reduced by half.
  Riotous Stoning, Greater
  Recitation Level: 5
  Codex: Artifice
  Similar School: normal ­ transmutation;
  reverse ­ abjuration
  Duration: 5 rounds
  Target: normal ­ a palm­sized stone in range;
  reverse ­ a creature in range
  Saving Throw: normal ­ none;
  reverse ­ Will negates (harmless)
  Normal: It seems that no matter what the race or the
  era, a people will eventually want its leader dead. By
  reciting to a rock, you can make it an instrument ready
  to destroy the established power structure.
  Your target becomes a high­powered explosive. Select
  acid, electric, or fire. The subject becomes a thrown
  splash weapon that deals 12d6 points of damage of the
  chosen energy type to creatures occupying the square in
  which it lands. Creatures within 5 feet of this square
  take 12 points of splash damage of the chosen energy
  type.
  Reverse:
  Just
  as
  the
  universe
  understands
  that
  revolution is a thing, it also understands that the
  established power structure wishes to stay established
  and has countermeasures in place.
  Your target becomes surrounded by a strange, plastic­
  like shell. The subject is immune to splash damage.
  86
  Bradley Crouch, Thilo Graf, Jason Linker
  Artifice List
  
  Riveting Conversation
  Recitation Level: 4
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: normal ­ an unattended, unintelligent object in
  range; reverse ­ an intelligent object in range
  Saving Throw: normal ­ none;
  reverse ­ Will negates
  Normal: Sentient creatures tend not to think about
  what things may be watching when they do something.
  With this recitation, it is possible to make that a
  tactical error.
  Your target becomes capable of answering questions for
  a short time. Simple intelligence is bestowed upon the
  subject. The object, not having been intelligent for long
  enough to understand that knowledge has a price and
  that blurting everything it knows could be a bad idea, is
  happy to answer any questions the reciter has for it. An
  object is not equipped to hear, see, or smell, though it
  can feel. Weapons can also taste and many do enjoy
  blood. An assassin's blade, for instance, may be a
  connoisseur of fine poisons and may dislike those that
  have been prepared poorly. The object remembers all
  that has happened to it in the last 24 hours, such as
  spells cast upon it or its wielder; whether it was used at
  all; whether it was used in combat and, if so, if it tasted
  blood; or an approximation of its user's size based on
  hand or body size (depending on the sort of object it is).
  Magically­enhanced equipment is intimately familiar
  with its own capabilities and is happy to tell exactly
  what it can do to anyone who cares to listen. Some
  weapons are fairly vain and this topic ends up being
  their
  favorite
  conversation
  piece,
  much
  to
  the
  annoyance of those trying to drill the object for other,
  more situationally­useful information. In this way,
  magical equipment can be identified. Objects are not,
  however, able to understand the concept of economy
  and do not know how much gold they are worth. As
  such, gems and the like cannot proudly report their
  value.
  An object can answer a single question per round.
  Particularly difficult questions, or enthusiastic objects,
  can take multiple rounds to answer a single question at
  the discretion of the game master. Given granting an
  object sentience can be particularly jarring for the
  object, once affected by this recitation, a particular
  object can only be affected by this recitation once every
  24 hours.
  Reverse: Some objects have been made sentient by
  magic means. Your recitation can take this away for a
  time.
  Your target becomes mindless, like an object should be.
  Sentience is removed from the subject. The object
  cannot use any abilities that its sentience grants, has an
  Ego of 0, and cannot impose its personality on its
  current its wielder or wearer, if any.
  Snag
  Recitation Level: 5
  Codex: Artifice
  Similar School: normal ­ conjuration;
  reverse ­ transmutation
  Duration: 2 rounds
  Target: a creature in range
  Saving Throw: normal ­ none;
  reverse ­ Will negates (harmless)
  Normal: Proclaiming to all who care to listen (the
  universe) that an object in another creature's grip is
  yours (it probably isn't), the listener (the universe) gets
  fed up and hands the object to you to get you to shut up
  (you probably won't).
  You steal the target's belongings. When the duration of
  this recitation expires, if the subject is within 60 feet,
  you attempt to steal a single object that is currently
  being actively wielded by the subject. Make a combat
  maneuver with a combat maneuver bonus equal to your
  reciter level + your Intelligence modifier. If successful,
  the object targeted vanishes from the creature's grip and
  appears in your hands. You must have empty hands
  capable of holding the object stolen in this fashion, else
  this recitation has no effect.
  Reverse: Proclaiming that your target's belongings
  are
  most
  definitely
  your
  target's
  belongings,
  the
  universe helps to ensure that theft does not occur
  (though it still may).
  You protect the target's belongings. The subject has a +5
  insight
  bonus
  to
  CMD
  against
  the
  steal
  combat
  maneuver.
  Tinkering
  Recitation Level: 3
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: construct in range
  Saving Throw: Fortitude negates (harmless)
  Normal: Gnomish truenamers and gnomish engineers
  have been at odds ever since a certain little translation
  the former made many years ago. As it turns out, fancy
  upgrades to constructs have excellent profit margins,
  and
  anyone
  who
  can
  spontaneously
  create
  such
  upgrades for free becomes a bitter rival.
  You add a new feature to a construct for a time. Choose
  a weapon special ability with an enhancement modifier
  of +1 or less. The subject's natural weapons have this
  weapon special ability.
  Reverse: As with weapons, so it is with armor.
  You help protect your investment. Choose an armor
  special ability with an enhancement modifier of +1 or
  less. The subject has this armor special ability.
  87
  Ultimate Truenaming
  Interjection Games
  
  Tinkering, Greater
  Recitation Level: 5
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: construct in range
  Saving Throw: Fortitude negates (harmless)
  Normal: Gnomish rivalries being what they are, the
  truenamers rapidly refined their work, just to hork the
  engineers off.
  You add a new feature to a construct for a time. Choose
  a weapon special ability with an enhancement modifier
  of +2 or less. The subject's natural weapons have this
  weapon special ability.
  Reverse: As with weapons, so it is with armor.
  You help protect your investment. Choose an armor
  special ability with an enhancement modifier of +2 or
  less. The subject has this armor special ability.
  Toughening Chant
  Recitation Level: 4
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: an object or a 10­foot cube of material in range
  Saving Throw: none
  Normal: The tactile properties of an object tend to be
  fairly simple to manipulate. Your recitation increases
  the hardness of a material, making it harder to break
  using brute force.
  Your target hardens. The subject's hardness increases by
  +5.
  Reverse: For the adventuring profession, it's much
  more likely that a stone wall needs to go down rather
  than a wall of paper go up. Luckily, there is a recitation
  for that.
  Your target softens. The subject's hardness is reduced
  by ­5.
  Translate
  Recitation Level: 2
  Codex: Artifice
  Similar School: transmutation
  Duration: instantaneous
  Target: a non­magical written work in range
  Saving Throw: none
  Normal: Another grand breakthrough by gnomish
  truenamers, memorization of several fat volumes for
  each language pairing in existence allows for rapid
  translation of written materials.
  Your target becomes translated. The subject, a written
  work of up to 50,000 words, or about 100 pages densely
  handwritten, is translated from its current language to
  another language you know. As this recitation is
  incapable of creating materials, all of the original
  writing vanishes and new writing in the language of
  your choice takes its place. If a work is written in cipher
  or is otherwise obfuscated, the reciter must use the
  Linguistics skill to discover the cipher. On a failed
  Linguistics check, followed by a failed Wisdom check,
  the
  original
  work
  is
  utterly
  ruined.
  On
  a
  failed
  Linguistics check, followed by a successful Wisdom
  check, nothing happens. You must be able to read the
  language from which the work is being translated in
  order to use this recitation.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: These same truenamers were very quick to
  use
  this
  recitation
  to
  obfuscate
  their
  notes.
  The
  resulting loss of scientific transparency is still hurting
  some gnomish pursuits.
  Your target becomes obfuscated. The subject, a written
  work of up to 50,000 words, or about 100 pages densely
  handwritten, is translated from its current language to a
  cipher you devised. A DC 20 Linguistics check is
  required to decipher the script. As this recitation is
  incapable of creating materials, all of the original
  writing vanishes and new writing takes its place.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  88
  Bradley Crouch, Thilo Graf, Jason Linker
  Artifice List
  
  Uncork
  Recitation Level: 2
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds or until discharged (see text)
  Target: creature in range
  Saving Throw: none
  Normal: Bear fat, bacon grease, butter, and more are
  used to describe the state of the vials and flasks used by
  the subject.
  The next time the subject would drink a potion, the time
  to do so is reduced to a move action that provokes
  attacks
  of
  opportunity.
  After
  increasing
  the
  consumption speed of a single potion, this recitation
  ends.
  Reverse: Abbreviated stories of jars that simply
  refuse to open are used to describe the vials and flasks
  used by the subject.
  The next time the subject would drink a potion, the time
  to do so is increased to a full­round action that provokes
  attacks of opportunity. After reducing the consumption
  speed of a single potion, this recitation ends.
  Volatilize
  Recitation Level: 4
  Codex: Artifice
  Similar School: transmutation
  Duration: normal ­ 5 rounds;
  reverse ­ 1 minute or until discharged (see text)
  Target: 2nd­level or lower potion in range
  Saving Throw: none
  Normal: Amusingly, the First Language cares a great
  deal more about the non­magical components keeping
  a potion stable than it does about the magic itself. To
  the First Language, a spell is a precise phrase used in a
  vacuum. A fireball never inherently misfires on its
  own, after all. It is the wizard's surroundings that
  bring about misfortune.
  The
  affected
  potion
  begins
  to
  froth
  and
  bubble,
  effectively making it a thrown splash weapon with a
  range increment of 10 feet. When thrown in this
  manner, creatures occupying the square in which it
  lands are doused in magical froth and are treated as
  having consumed the potion.
  Reverse: As a truenamer furthers his understanding
  of the First Language, the precise tonality required to
  stifle the effects of more complicated magic becomes
  known to him. Once he knows enough of his craft, no
  potion is safe.
  The affected potion does not elicit an effect when
  consumed. Instead, if the potion is consumed sometime
  over the course of the duration of this recitation, its
  effect occurs only when the recitation ends. You may
  end this recitation as a swift action.
  Volatilize, Greater
  Recitation Level: 6
  Codex: Artifice
  Similar School: transmutation
  Duration: normal ­ 5 rounds;
  reverse ­ 1 minute or until discharged (see text)
  Target: 3rd­level or lower potion in range
  Saving Throw: none
  Normal: As the First Language has sway over magic
  itself, a few choice words can make even the most
  expertly­crafted potion a frothing, unstable mess.
  The
  affected
  potion
  begins
  to
  froth
  and
  bubble,
  effectively making it a thrown splash weapon with a
  range increment of 10 feet. When thrown in this
  manner, creatures occupying the square in which it
  lands are doused in magical froth and are treated as
  having consumed the potion.
  Reverse: Conversely, even the most unstable potion
  can be rendered fairly inert, for a time.
  The affected potion does not elicit an effect when
  consumed. Instead, if the potion is consumed sometime
  over the course of the duration of this recitation, its
  effect occurs only when the recitation ends. You may
  end this recitation as a swift action.
  Volatilize, Lesser
  Recitation Level: 2
  Codex: Artifice
  Similar School: transmutation
  Duration: normal ­ 5 rounds;
  reverse ­ 1 minute or until discharged (see text)
  Target: 1st­level or lower potion in range
  Saving Throw: none
  Normal: Potions are kept stable by a very careful
  balance
  of
  their
  components,
  and
  some
  require
  additives to keep themselves from shaking apart, as it
  were.
  A
  clever
  truenamer
  learns
  what
  these
  components are, then staunchly denies that they had
  ever existed. The results tend to be explosive.
  The
  affected
  potion
  begins
  to
  froth
  and
  bubble,
  effectively making it a thrown splash weapon with a
  range increment of 10 feet. When thrown in this
  manner, creatures occupying the square in which it
  lands are doused in magical froth and are treated as
  having consumed the potion.
  Reverse: Conversely, positing that too much stabilizer
  is present in a potion is a great way to render that
  potion totally inert due to the retroactive incompetence
  of the creating spellcaster.
  The affected potion does not elicit an effect when
  consumed. Instead, if the potion is consumed sometime
  over the course of the duration of this recitation, its
  effect occurs only when the recitation ends. You may
  dismiss this recitation as a swift action.
  89
  Ultimate Truenaming
  Interjection Games
  
  Wardrobe Malfunction
  Recitation Level: 2
  Codex: Artifice
  Similar School: transmutation
  Duration: instantaneous
  Target: a worn suit of armor in range
  Saving Throw: none
  Normal: Your recitation causes a suit of armor to pop
  and shift on the body of its wearer.
  Your target shifts about and becomes uncomfortable.
  The creature wearing the subject now counts as having
  hastily donned his armor.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Reverse: Your recitation causes a suit of armor to
  shift about to become more comfortable.
  Your target shifts about and makes itself fit perfectly. If
  the creature wearing the subject had hastily donned his
  armor, he now counts as having donned his armor.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 5 rounds in
  accordance with the Law of Flowing Rhetoric.
  Wyrdbramble
  Recitation Level: 3
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Range: personal
  Target: wand and potion in range
  Saving Throw: none
  Normal: In the First Language, the words for magic
  spells do not change when the medium changes. The
  medium is more like an adjective than anything else.
  The affected potion uncorks and douses the wand,
  consuming it. If the spell level of the spell contained in
  the affected wand is greater than the spell level of the
  spell
  contained
  in
  the
  affected
  potion,
  the
  wand
  becomes a wand of the spell contained in the affected
  potion for the duration of this recitation. The wand's
  caster level remains unchanged.
  Reverse: Adjectives are readily interchangeable.
  The affected wand strikes the affected potion with a
  blast of magic, consuming one charge of the wand. If the
  spell level of the spell contained in the affected potion is
  greater than the spell level of the spell contained in the
  affected wand, the potion becomes a potion of the spell
  contained in the affected wand for the duration of this
  rectiation. The potion's caster level remains unchanged.
  It is possible to create potions that would be impossible
  to craft normally in this manner, such as a potion of
  fireball.
  Yowling Pebble
  Recitation Level: 6
  Codex: Artifice
  Similar School: evocation [sonic]
  Duration: 3 rounds
  Target: pebble in range
  Saving Throw: Fortitude partial; see text
  Normal: Sound is one of those things with a wide
  variance in the First Language, mainly due to its
  differing behavior in various media.
  Creatures that begin their turn within 20 feet of the
  affected stone are subjected to horrible caterwauling,
  taking 5d6 points of sonic damage with a Fortitude save
  for half damage. Creatures dealt 20 or more sonic
  damage at once in this manner are deafened for 1d4
  rounds. Deaf creatures are immune to the effects of this
  recitation.
  Reverse:
  In
  addition
  to
  its
  medium
  of
  travel,
  Truespeech cares a great deal about how long a
  particular burst of sound lasts before it ends. The
  shorter it is meant to be, the easier it is to recite.
  When the duration of this recitation expires, the pebble
  lets out an all­consuming scream, dealing 13d6 points of
  sonic damage in a 20­ft. radius with a Fortitude save for
  half.
  Zephyr Cloak
  Recitation Level: 6
  Codex: Artifice
  Similar School: transmutation
  Duration: 5 rounds
  Target: cloak in range
  Saving Throw: none
  Normal: The wind is one of the most ridiculously
  complicated natural phenomena to pin down in the
  First Language. Not only is the precise nature of the
  wind painstakingly described therein, but the very
  composition of the air itself must be recited; this is a
  language for all worlds, after all.
  The
  wearer
  of
  the
  affected
  cloak
  has
  both
  total
  concealment and a +4 dodge bonus to AC against
  ranged attacks.
  Reverse: Once the composition is hammered out,
  simply saying the wind does not stir is actually very
  easy.
  Ranged attacks made against the wearer of the affected
  cloak ignore concealment and have a +4 bonus to hit.
  90
  Bradley Crouch, Thilo Graf, Jason Linker
  Artifice List
  
  Codex of Far-Flung spheres
  summary
  Level 3
  Caltrop Fields ­ Area is covered in caltrops
  Flood with Life ­ Plants grow swiftly, but may die if
  their natural surroundings do not support this growth
  Ionizing Chant ­ Creatures in area of effect deal 1d6
  electric damage to attackers
  Little Trail Over the Meadow ­ Terrain within the
  area of effect is not considered difficult terrain or high
  ground
  Relate the Harvest ­ Plants within the area of effect
  engorge with nutrients, providing 1d4 days of ration
  Temporal Contraction ­ Creatures in area of effect
  are hasted
  Temporal Dilation ­ Creatures in area of effect are
  slowed
  Zone of Attraction ­ Creatures in area are drawn in
  Zone of Dampening ­ Creatures in area of effect have
  resistance 10 against a chosen energy type
  Level 4
  Accosted at the Marketplace ­ Creatures in area of
  effect are robbed repeatedly
  Amphitheatre of Pain ­ Creatures in area of effect get
  a +4 insight bonus to CMD against grapple checks, as
  well as a +1 dodge bonus to AC
  Community Knowledge ­ Creatures in area of effect
  get an insight bonus to Knowledge checks equal to how
  many other creatures are in the area (max +10)
  Energy Vortex ­ Field of energy deals 2d8 points of
  damage each round to creatures who walk into it or stay
  in it
  Impromptu Yodeling ­ Terrain within the area of
  effect becomes difficult and provides bonuses for high
  ground
  Refracting Utterance ­ Attacks made on creatures in
  area of effect have a 20% miss chance
  Ring of Honor ­ Creatures in area of effect get a +4
  insight bonus to CMD against disarm and steal
  Tales of the Fire Swamp ­ Swampy muck prevents
  movement and deals 2d6 fire damage
  Vow of Stability ­ Creatures in area of effect get a +4
  insight bonus to CMD against trip, bull rush, and
  overrun
  Level 5
  Dimensional Warding ­ Creatures in area of effect
  are barred from teleportation
  Hall of Mirrors ­ Creatures in area of effect produce
  an illusory image each round
  Hellscape ­ Creatures in area take 2d6 fire damage and
  light on fire, ignoring resistance
  Ionizing Chant, Greater ­ Creatures in area of effect
  deal 2d6 electric damage to attackers
  Reversed Polarity ­ Positive energy and negative
  energy perform as their opposites in area of effect;
  Additionally, fast healing and regeneration effects deal
  damage over time
  The Last Word ­ Creatures who drop to 0 hit points or
  fewer in area of effect explode, dealing 6d6 fire damage
  in a 10­foot radius
  Word of Equality ­ Each round, the creature with the
  most hit points takes 2 points of damage for each other
  creature in the area of effect; others heal for 2 points of
  damage
  Zone of Finality ­ Corpses cannot be raised or
  animated in area of effect
  Zone of Homogeneity ­ Each round, the creature
  with the highest Dexterity is staggered
  Zone of Repulsion ­ Creatures in area are thrust out
  Zone of Uplifting ­ Each round, the creature with the
  lowest Dexterity gains the benefits of haste and grace.
  Level 6
  Armageddon ­ When duration ends, creatures in area
  of effect takes 8d6 fire and 8d6 force damage
  Energy Vortex, Greater ­ Field of energy deals 4d8
  points of damage each round to creatures who walk into
  it or stay in it
  Life for the Lifeless ­ A constant swarm of animated
  objects populate the area of effect
  Snuff Out ­ Each round, the creature with the most hit
  points in area of effect takes 5d6 damage
  Title Bout ­ Creatures in area of effect cannot leave;
  sources of damage in area of effect cannot harm outside
  of area, and vice versa
  Wellspring ­ Each round, the creature with the least
  hit points in area of effect is healed for 5d6 points of
  damage
  91
  Ultimate Truenaming
  Interjection Games
  Codex of Far­Flung Spheres
  Summary
  
  Codex of Far­Flung Spheres: A Primer
  As the First Language encompasses all that will ever be
  in the universe, all a practitioner of truemagic must do
  is learn what the proper words are to make any
  condition
  manifest
  itself
  wherever
  he
  chooses.
  Mountains become prairies. Marshes become lightning­
  blasted hellscapes. Limited telepathy is enjoyed by all.
  The possibilities really are quite endless. The only
  limiting factor is the research. The Codex of Far­Flung
  Spheres is an interesting anthology of research into the
  nature of this world, as well as the great unknown.
  Though rogue truenamers have devised recitations that
  they are not sharing with the general community, this
  codex
  is
  still
  the
  definitive
  source
  for
  location
  transformation.
  This codex tends to be learned only late in a truenamer's
  career for two reasons. First, a priori knowledge of the
  truenaming of people and things helps a great deal
  when one realizes that a place is defined by the people
  who use it and the things that exist within it. Second, as
  some places are vastly different from what a truenamer
  has seen himself, the ability to think like something else
  as trained by the Codex of Artifice makes the logical leap
  of entry much less than it would otherwise be.
  All recitations within the Codex of Far­Flung Spheres
  share the following characteristics unless otherwise
  noted.
  Range: 100 feet
  Spell Resistance: Yes
  Area: 20­ft.­radius spread
  Codex of Far-Flung spheres list
  Accosted at the Marketplace
  Recitation Level: 4
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: none
  The area fills with spectral images of market stalls,
  product to be sold, shoppers, and pickpockets. Each
  round
  as
  a
  swift
  action,
  you
  may
  direct
  these
  pickpockets to perform a steal combat maneuver against
  a single creature in the area. This maneuver has a CMB
  of your caster level + your casting ability score modifier.
  When this recitation ends, if you are within the
  recitation's area of effect, all items stolen in this fashion
  are deposited into your backpack, at your feet, or
  anywhere else on your person that you designate. If you
  are not within the recitation's area of effect, then the
  stolen items simply pile up in a heap in the center of the
  recitation's area of effect.
  Amphitheatre of Pain
  Recitation Level: 4
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: none
  The air fills with the dull thrum of hundreds of
  expectant voices, spectators waiting for the main event.
  Creatures within this recitation's area of effect have a +4
  insight bonus to CMD against the grapple combat
  maneuver, as well as a +1 dodge bonus to AC against
  touch attacks.
  Armageddon
  Recitation Level: 6
  Duration: 3 rounds
  Codex: Far­Flung Spheres
  Similar School: evocation
  Saving Throw: Reflex partial (see text)
  Within the area of the recitation, the sky darkens
  noticeably, and numerous ill omens come to pass all at
  once. When the duration of this recitation expires, all
  creatures in the area take 8d6 points of force damage
  and 8d6 points of fire damage with a Reflex save to
  negate the fire damage.
  Caltrop Fields
  Recitation Level: 3
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: conjuration
  Saving Throw: none
  All unoccupied squares in the area become coated with a
  sheet of caltrops. When this recitation ends, all caltrops
  created in this fashion vanish. Any caltrops removed
  from the area of the recitation vanish immediately.
  Community Knowledge
  Recitation Level: 4
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: divination
  Saving Throw: none
  We are aware of numerous races with telepathy.
  Building upon the notion of limited telepathy, the
  original inventor of this recitation built a form of limited
  telepathy whereby nobody had to ask him any stupid
  questions any longer. Creatures within this recitation's
  area of effect have an insight bonus to all Knowledge
  skill checks equal to the number of other creatures that
  are within the recitation's radius of effect (max +10).
  Creatures with the Skill Focus (Knowledge [any]) feat
  count as two creatures for the purpose of this recitation.
  92
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  Far‐Flung Spheres List
  Codex of Far­Flung Spheres
  List
  
  Dimensional Warding
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: abjuration
  Saving Throw: none
  Many worlds feature enormous amounts of crackling
  energy in the air. Though this fuels magic that our world
  has never even considered, it does make certain magics
  we take for granted impossible to perform. Any creature
  or object within this recitation's area of effect is
  completely unable to perform extradimensional travel.
  Forms of movement barred by dimensional warding
  include
  astral
  projection,
  blink,
  dimension
  door,
  ethereal jaunt, etherealness, gate, maze, plane shift,
  shadow walk, teleport, and similar spell­like abilities.
  The recitation also prevents the use of a gate or
  teleportation circle for the duration of the recitation.
  Dimensional
  warding
  does
  not
  interfere
  with
  the
  movement of creatures already in ethereal or astral
  form when the recitation is recited, nor does it block
  extradimensional perception or attack forms. Also,
  dimensional
  warding
  does
  not
  prevent
  summoned
  creatures from disappearing at the end of a summoning
  spell.
  Energy Vortex
  Recitation Level: 4
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: evocation [acid, cold, electricity, fire]
  Saving Throw: Reflex halves
  Calling upon the concept of atmospheres very unlike our
  own,
  the
  reciter
  transforms
  the
  atmosphere
  of
  a
  spherical area to a crackling maelstrom of energy. Select
  acid, cold, electric, or fire. Creatures who begin their
  turn in or walk into the crackling sphere of energy take
  2d8 points of damage of the selected energy type with a
  Reflex save for half damage.
  Energy Vortex, Greater
  Recitation Level: 6
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: evocation [acid, cold, electricity, fire]
  Saving Throw: Reflex halves
  Calling upon the concept of atmospheres very unlike our
  own,
  the
  reciter
  transforms
  the
  atmosphere
  of
  a
  spherical area to a crackling maelstrom of energy. Select
  acid, cold, electric, or fire. Creatures who begin their
  turn in or walk into the crackling sphere of energy take
  4d8 points of damage of the selected energy type with a
  Reflex save for half damage.
  Flood with Life
  Recitation Level: 3
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: conjuration (healing)
  Saving Throw: none
  No matter where it exists, life needs certain ingredients
  to be fruitful and multiply. On some worlds, certain
  creatures are able to grow at phenomenal rates if only
  those ingredients are always present. Comparing local
  flora to these creatures, the reciter causes all plants
  within the recitation's area of effect to produce a full
  day's worth of growth every round. The plants must be
  liberally supplied with water, sunlight, and phosphorous
  (usually potash) to facilitate this growth. If the plant's
  surroundings cannot support its growth, it does not
  grow. In the case of fast­growing or very young plants,
  attempting to force this growth in a low­nutrient setting
  kills the plant. Established trees, cacti, and other plants
  capable of going for long periods of time without food
  cannot be killed by this recitation.
  Hall of Mirrors
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: illusion
  Saving Throw: none
  When conditions are right, the very air reflects images.
  At the beginning of each creature's turn, if that creature
  is within the area of effect of this recitation and has no
  illusory double, then an illusory double of that creature
  is produced. Each image remains in the space of the
  creature it is a double of and moves with that creature,
  mimicking movements, sounds, and actions exactly.
  Whenever the creature is attacked or is the target of a
  spell that requires an attack roll, there is a possibility
  that the attack targets the image instead. If the attack is
  a hit, roll randomly to see whether the selected target is
  real or the image. If hit, the image is destroyed. Area
  spells affect the creature normally and do not destroy
  images. Spells and effects that do not require an attack
  roll affect the creature normally and do not destroy
  images. Spells that require a touch attack are harmlessly
  discharged if used to destroy an image.
  An attacker must be able to see an image to be fooled. If
  the creature is invisible or the attacker is blind, then this
  recitation has no effect (although the normal miss
  chances still apply).
  Creatures that move beyond the area of effect of the
  recitation immediately lose their illusory image.
  93
  Ultimate Truenaming
  Interjection Games
  
  Hellscape
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: evocation
  Saving Throw: none
  Seeking only the most disparaging words possible, your
  recitation turns the area into a blistering hellscape.
  Creatures who pass through or begin their turn in the
  area of the recitation take 2d6 points of fire damage and
  light on fire as the rules for alchemist's fire. This
  damage ignores fire resistance, but not fire immunity.
  Impromptu Yodeling
  Recitation Level: 4
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: none
  There are several strange rules hidden in the First
  Language. For example, if anything in the language is
  yodeled, it apparently means, "Add mountains to what
  I'm saying!" You yodel a short phrase, causing the
  affected area to become craggy. Treat the land within
  the recitation's area of effect as difficult terrain, as well
  as high ground against melee attack attacks made from
  outside the area of effect. No climb checks are required
  to move about as a result of this recitation ­ the
  mountainous terrain is an approximation and no actual
  mountains are created in the reciting of this recitation.
  Ionizing Chant
  Recitation Level: 3
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: evocation [electricity]
  Saving Throw: none
  This recitation causes the very air to crackle with
  energy. Creatures within the recitation's area of effect
  deal 1d6 points of electric damage to creatures that
  strike them in melee or with a physical ranged weapon
  from a distance of 30 feet or less.
  Ionizing Chant, Greater
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: evocation [electricity]
  Saving Throw: none
  This recitation causes the very air to crackle with
  energy. Creatures within the recitation's area of effect
  deal 2d6 points of electric damage to creatures that
  strike them in melee or with a physical ranged weapon
  from a distance of 30 feet or less.
  Life for the Lifeless
  Recitation Level: 6
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: none
  Using expertise drawn from the Codex of Artifice, the
  reciter combines the idea of space to produce a small
  army of animated objects. Inanimate objects within the
  recitation's area of effect become up to 10 HD worth of
  animated objects under the control of the reciter. The
  reciter can control up to 10 HD worth of animated
  objects in this manner at any one time. Should an
  animated object be destroyed, the reciter may choose to
  cause other inanimate objects to become animated to
  replace the HD of minions lost. Doing so requires some
  small amount of recitation from the reciter and is a
  standard action that provokes attacks of opportunity. If
  there are no more inanimate objects in the recitation's
  area of effect, then the truenamer can no longer animate
  replacements. If an animated object leaves the area of
  effect
  of
  this
  recitation,
  it
  immediately
  becomes
  inanimate.
  Objects animated in this manner can be animated again,
  but retain their current hit points from the last time
  they were animated. Objects reduced to 0 hit points are
  destroyed and cannot be animated again.
  Little Trail over the Meadow
  Recitation Level: 3
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: none
  Your recitation conjures images of covered wagons in
  the minds of those who hear it. The land within the
  recitation's area of effect becomes easy to traverse, and,
  by extension, difficult to defend. As such, it is no longer
  treated as difficult terrain or high ground. If the terrain
  natively requires a Climb check to traverse, then it still
  requires a Climb check to traverse.
  Refracting Utterance
  Recitation Level: 4
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: illusion
  Saving Throw: none
  On some worlds, the very atmospheric conditions can
  deflect blows. All attacks made on creatures within the
  area of effect of this recitation have a 20% miss chance.
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  Far‐Flung Spheres List
  
  Relate the Harvest
  Recitation Level: 3
  Duration: instantaneous
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: none
  One of the few contributions made to the various
  codices by the halfling race, this recitation turns any
  plantlife found in nature into a veritable feast. Plants
  and
  fungi
  within
  the
  recitation's
  area
  of
  effect
  immediately bloat to a grotesque size. If an individual
  spends 1 minute harvesting the plants and fungi grown
  in this manner, he harvests 1d4 days worth of trail
  rations. Foodstuffs produced in this manner spoil after 1
  week unless preserved by salt, canning, alcohol, or some
  other means. As the Codex of Far­Flung Spheres does
  not actually create anything, the plants to be bloated
  must already be present naturally.
  Reversed Polarity
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: necromancy
  Saving Throw: Will partial (see text)
  Some worlds have the same sorts of energy that our
  world does, but uses them in vastly different ways.
  Within this recitation's area of effect, positive energy is
  treated as negative energy and negative energy is
  treated as positive energy. Creatures with regeneration
  or fast healing must make a Will save or take damage
  equal to the amount their regeneration or fast healing
  normally heals them.
  Ring of Honor
  Recitation Level: 4
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: none
  Research suggests that the process by which the gods
  select their paladins has much to do with the absolute
  count of a tiny microorganism that lives within sentient
  creatures. This recitation fills the area with those tiny
  creatures for a short time, making the very earth exude
  a feeling of valor. Creatures within this recitation's area
  of effect have a +4 insight bonus to CMD against the
  disarm and steal combat maneuvers.
  Snuff Out
  Recitation Level: 6
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: necromancy
  Saving Throw: none
  The air fills with the stuff of death itself. Each round at
  the beginning of the reciter's turn, the creature with the
  most hit points within the recitation's area of effect
  takes 5d6 points of damage. This recitation does not call
  for Spell Resistance.
  Tales of the Fire Swamp
  Recitation Level: 4
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation [fire]
  Saving Throw: none
  No matter where a world is located, there is always a fire
  swamp on it. Your recitation creates a morass of flaming
  quicksand within its area of effect, dealing 2d6 points of
  fire damage to creatures who begin their turn in it.
  Creatures that step into or begin their turn within the
  swampy muck must make a DC 15 Strength check or be
  unable to move for 1 round.
  Temporal Contraction
  Recitation Level: 3
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: Will negates (harmless)
  The flow of time varies depending on the properties of
  space in a particular area. By contracting time in a small
  space, the reciter causes all within the recitation's area
  of effect receive all the benefits of the haste spell.
  Creatures who begin their turn in or walk into the
  recitation's area of effect are hasted as per the haste
  spell with a Will save to negate. Creatures that leave the
  area of effect lose these benefits at the beginning of their
  next turn.
  Temporal Dilation
  Recitation Level: 3
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: Will negates
  The flow of time varies depending on the properties of
  space in a particular area. By dilating time in a small
  space, the reciter causes all within the recitation's area
  of effect receive all of the penalties of the slow spell.
  Creatures who begin their turn in or walk into the
  recitation's area of effect are slowed as per the slow spell
  with a Will save to negate. Creatures that leave the area
  of effect lose these penalties at the beginning of their
  next turn.
  The Last Word
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: evocation
  Saving Throw: none
  Filling an area with burning rage, this recitation causes
  all creatures that are reduced to 0 or fewer hit points in
  its area of effect to explode, dealing 6d6 points of fire
  damage to all creatures in a 10­foot radius with a Reflex
  save for half.
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  Title Bout
  Recitation Level: 6
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: see text
  A circular arena bursts out of the ground, complete with
  cheering spectators and a fairly professional in­house
  band. Creatures within the area of the recitation are
  immune to all effects of attacks made by or spells cast by
  sources outside of the area of the recitation, while
  creatures outside the area of the recitation are immune
  to all effects of attacks made by or spells cast by sources
  within the area of the recitation. Spells and abilities that
  alter topography (such as transmute stone to mud),
  create obstructions (such as wall of force), or otherwise
  create area hazards (such as wall of fire) do not function
  in the area of this recitation, to the point that an effect
  of sufficient size will simply leave a hole where the arena
  is located. Creatures that try to leave the area of the
  recitation must succeed on a Will save to do so. On a
  failed Will saving throw, the creature's movement is
  arrested at the edge of the area of the recitation and the
  remainder of the action is lost.
  Vow of Stability
  Recitation Level: 4
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: none
  Earth
  with
  a
  high
  friction
  coefficient
  makes
  it
  particularly difficult to destabilize anyone standing
  upon it. Creatures within this recitation's area of effect
  have a +4 insight bonus to CMD against the trip, bull
  rush, and overrun combat maneuvers.
  Wellspring
  Recitation Level: 6
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: conjuration (healing)
  Saving Throw: none
  The air fills with the stuff of life itself. Each round at the
  beginning of your turn, the creature with the least hit
  points within the recitation's area of effect is healed for
  5d6 points of damage. This effect heals all equally,
  whether it be construct, humanoid, or zombie. This
  recitation does not call for Spell Resistance.
  Word of Equality
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: necromancy
  Saving Throw: none
  On some worlds, equality is enforced by the very nature
  of the world itself. Each round at the beginning of your
  turn, the creature with the most hit points within the
  recitation's area of effect takes 2 points of damage for
  each other creature within the recitation's area of effect.
  These other creatures are each healed for 2 points of
  damage.
  Zone of Attraction
  Recitation Level: 3
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: see text
  An area of shimmering energy simply crashes into
  being, and little crackles of ethereal force run from the
  edge to the center, as if it were eating itself. Creatures
  that end their turn within the area of the recitation
  move 10 feet directly toward the center. If that creature
  is less than 10 feet from the center of the recitation, then
  it moves to the center. This movement provokes attacks
  of opportunity. A successful Will save negates this
  forced movement. If the subject would collide with a
  solid obstruction, another creature that is one size
  category smaller than it or larger, or the reciter, then its
  movement stops immediately in a square adjacent to
  that which stopped it.
  Zone of Dampening
  Recitation Level: 3
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: abjuration
  Saving Throw: none
  Various atmospheric conditions can dampen the effects
  of a particular energy type. Select acid, cold, electric,
  fire, or sonic. Creatures within the area of effect of the
  recitation gains resist energy 10 against the energy type
  chosen,
  meaning
  that
  each
  time
  the
  creature
  is
  subjected to such damage (whether from a natural or
  magical source), that damage is reduced by 10 points
  before being applied to the creature's hit points.
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  Far‐Flung Spheres List
  
  Zone of Finality
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: necromancy
  Saving Throw: none
  Though it may seem strange, some worlds are either so
  awash with positive energy or starved for negative
  energy that undead as the material plane knows them is
  an absolute impossibility. The proper recitation can
  make a microcosm that behaves in much the same way.
  Corpses within this recitation's area of effect cannot be
  raised as undead, nor can they be returned to life by
  raise dead and similar spells.
  Zone of Homogeneity
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: Will negates
  Those who are fast are made slow. Each round at the
  beginning of your turn, the creature with the highest
  Dexterity score within the recitation's area of effect is
  staggered for 1 round. A successful Will save negates.
  Zone of Repulsion
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: see text
  An area of shimmering energy simply crashes into
  being, and little crackles of ethereal force run from the
  center to the edge, as if it were exhaling. Creatures that
  end their turn within the area of the recitation move 10
  feet directly away from the center. This movement
  provokes attacks of opportunity. A successful Will save
  negates this movement. If the subject would collide with
  a solid obstruction, another creature that is one size
  category smaller than it or larger, or the reciter, then its
  movement stops immediately in a square adjacent to
  that which stopped it.
  Zone of Uplifting
  Recitation Level: 5
  Duration: 5 rounds
  Codex: Far­Flung Spheres
  Similar School: transmutation
  Saving Throw: Will negates (harmless)
  Those who are slow are made fast. Each round at the
  beginning of your turn, the creature with the lowest
  Dexterity score within the recitation's area of effect
  receives the benefits of the grace and haste spells for 1
  round.
  Codex of the Realized Vision
  Summary
  Level 4
  Animated Servitor ­ Summon a large or smaller
  animated object
  Commune with the Universe ­ Ask the universe a
  single question about the past or present
  Compact Disc ­ Inelastic covering increases falling
  damage by 3d6
  Fabricate the Mundane ­ Permanently create an
  object worth 2 gp or less
  Floating Sphere ­ Sphere with wriggling cilia can be
  grabbed onto and used as a means of aerial transport
  Manual of Knowledge ­ Reciter dumps knowledge
  into a book, reducing his Knowledge checks while
  increasing those of the holder
  Parabolic Bulwark ­ Summoned shield has a 20%
  chance to reflect rays
  Spongy Disc ­ Elastic covering reduces falling damage
  by 4d6
  Level 5
  Apathy ­ Affected creature may miss its turn each turn
  Bridge to Nowhere ­ Conjured bridge spans gaps or
  blocks chokepoints
  Burrowing
  Sphere
  ­
  Sphere
  tunnels
  through
  materials of hardness 8 or lower
  Conjure Armor ­ Conjure +4 armor for self use
  Conjure Blade ­ Conjure a +4 weapon for self use
  Conjure Bulwark ­ Conjure a +4 shield for self use
  Passion ­ Affected creature gains either an additional
  standard action or move action each round
  Level 6
  Animated Juggernaut ­ Summon a gargantuan or
  smaller animated object
  Erase from the Record ­ Annihilate a creature if it
  fails three saves in four rounds
  Parabolic Bulwark, Greater ­ Summoned shield has
  a 50% chance to reflect rays
  Sinister Darts ­ Darts inflict conditions on hit.
  Sphere of Fear ­ Sphere panics those it touches for 2
  rounds
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  Ultimate Truenaming
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  Codex of the Realized Vision
  Summary
  
  Codex of the Realized Vision: A Primer
  The Codex of the Realized Vision concerns itself with
  ideas. Though many ideas are merely the collected
  memories of various sensations, the idea of a rope, the
  idea of beer, and so on, some ideas are more abstract,
  such as the concept of morality. Though it should be
  perfectly possible for the Codex of the Realized Vision to
  usurp the portfolios of all of the other codices simply by
  recalling that which the other codices produce, it just so
  happens that describing an idea to the universe in order
  to get it to make it for you is among the most heinously
  complicated procedures in the First Language. Given
  this, very little research is done on the Codex of the
  Realized Vision. Those who do research it are at the very
  top of their craft and tend to have a superiority complex;
  the rest of the best work on the other codices instead
  because their work will actually get used.
  Codex of the Realized Vision list
  Animated Juggernaut
  Recitation Level: 6
  Codex: Realized Vision
  Similar School: conjuration
  Range: 60 feet
  Target: an empty space in range
  Duration: 5 rounds
  Saving Throw: none
  Your recitation focuses on your copious experience with
  animated objects: candlesticks, rugs, ropes, armoires,
  and the like. This recitation conjures a gargantuan or
  smaller animated object. It shape and construction
  point assignment is completely up to your control, so
  long as it is logical. It appears where you designate and
  acts
  immediately,
  on
  your
  turn.
  It
  attacks
  your
  opponents to the best of its ability. When the recitation's
  duration ends or the conjured animated object is
  reduced to 0 hit points, it simply vanishes.
  Animated Servitor
  Recitation Level: 4
  Codex: Realized Vision
  Similar School: conjuration
  Range: 60 feet
  Target: an empty space in range
  Duration: 5 rounds
  Saving Throw: none
  Your recitation focuses on your copious experience with
  animated objects: candlesticks, rugs, ropes, armoires,
  and the like. This recitation conjures a large or smaller
  animated
  object.
  It
  shape
  and
  construction
  point
  assignment is completely up to your control, so long as
  it is logical. It appears where you designate and acts
  immediately, on your turn. It attacks your opponents to
  the best of its ability. When the recitation's duration
  ends or the conjured animated object is reduced to 0 hit
  points, it simply vanishes.
  Apathy
  Recitation Level: 5
  Codex: Realized Vision
  Similar School: enchantment [mind­affecting]
  Range: 60 feet
  Target: creature in range
  Duration: 5 rounds
  Saving Throw: Will negates (see text)
  Your recitation calls up visions of hopelessness and
  ennui. At the beginning of the subject's turn, it must
  make a Will save or take no action that turn.
  Bridge to Nowhere
  Recitation Level: 5
  Codex: Realized Vision
  Similar School: evocation [force]
  Range: touch
  Target: space touched
  Duration: 5 rounds
  Saving Throw: Will negates (see text)
  You bend down and touch the ground as you recite this
  recitation. A shimmering 10­foot­span bridge made of
  pure force bursts forth from where you touched and
  proceeds in a straight line for up to 100 feet or until it
  runs into something solid, such as a ceiling, a rock wall,
  a tree, or a living creature standing in the way. The end
  of the bridge need not be connected to anything, nor
  does it necessarily have to be navigable; you may have
  the recitation's product bridge a gap just as easily as you
  may have it clog up a doorway by being entirely vertical.
  The bridge has hardness 30 and 20 hit points. If
  reduced to 0 hit points, the entirety of the bridge
  vanishes and the recitation ends.
  Burrowing Sphere
  Recitation Level: 5
  Codex: Realized Vision
  Similar School: evocation [force]
  Range: 60 feet
  Effect: 5­ft.­diameter sphere
  Duration: 5 rounds
  Saving Throw: Will negates
  Your recitation produces a sphere that is capable of
  digging right through most materials. It moves 30 feet
  per round when moving through the open air, but
  moves 10 feet per round if burrowing. When the sphere
  burrows, it annihilates all materials of hardness 8 or
  lower, effectively allowing it to dig tunnels. Chunks of
  metal ore and the like clatter to the bottom of the
  tunnel, while walls and solid sheets of the stuff stop the
  sphere's progress entirely. The sphere moves as long as
  you actively direct it (a move action for you); otherwise,
  it merely stays at rest. Should the sphere ever be further
  away from you than its maximum range, it vanishes
  immediately.
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  Realized Vision List
  Codex of the Realized
  Vision List
  
  Commune with the Universe
  Recitation Level: 4
  Codex: Realized Vision
  Similar School: divination
  Range: personal
  Target: you
  Duration: instantaneous
  Saving Throw: Will negates (harmless)
  Your recitation forges a momentary link with the
  universe itself. While linked, you may ask the universe a
  single question that can be answered with a "yes" or
  "no" response. The universe has perfect knowledge of
  past events and fairly good knowledge of the current
  state of the universe, but absolutely no knowledge of the
  future. If asked a question that is definitely in the past,
  such as, "Is Lord Quicksilver alive as of last week?", then
  the universe's reply will always be true. If asked a
  question that relies on the current state of the universe,
  such as, "Is Lord Quicksilver alive?", then the universe's
  reply has a 50% chance to be true, a 25% chance to be
  false, and a 25% chance of being noncommittal, such as,
  "Portents hazy. Try again later," or "Maybe." If asked a
  question that relies on future events, such as, "Will Lord
  Quicksilver die if he marches upon the orcs on the
  morrow?", then the universe will always respond in a
  noncommittal fashion.
  Creatures and locations that are warded against scrying
  and similar divinations effectively fall off the radar of
  the universe. Were Lord Quicksilver warded from
  scrying, the universe's response would be, "Maybe." In
  this way, asking a question based on the past and
  receiving a wishy­washy answer is an excellent way of
  determining that an individual is trying to hide.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 1 hour in
  accordance with the Law of Flowing Rhetoric. As it
  turns out, the universe is not amenable to the idea of
  answering questions all day. It has things to do!
  Compact Disc
  Recitation Level: 4
  Similar School: conjuration
  Range: 60 feet
  Area: 10­foot­square
  Duration: 5 rounds
  Saving Throw: Will negates
  Your recitation coats a surface with a hard material that
  that is totally inelastic and shockingly hard. Creatures
  who fall onto this material take an additional 3d6 points
  of falling damage, even in the fall is normally not high
  enough to cause falling damage. This includes being
  tripped and falling prone of one's own free will.
  Conjure Blade
  Recitation Level: 5
  Codex: Realized Vision
  Similar School: conjuration
  Range: personal
  Target: you
  Duration: 5 rounds
  Saving Throw: none
  Your
  recitation
  conjures
  a
  weapon
  to
  your
  specifications. You can choose the type of weapon
  created and assign enhancement bonus and weapon
  special abilities to the weapon. These bonuses must add
  up to a total enhancement bonus of +4. All weapons are
  made of default materials, such as steel, stone, and
  wood.
  Special
  materials,
  such
  as
  adamantine
  and
  darkwood, are impossible to produce, as the words the
  universe
  uses
  for
  such
  materials
  are
  still
  being
  researched.
  The weapon comes into being directly in your hands.
  This weapon vanishes when the recitation's duration
  expires and vanishes immediately should it ever be
  taken off of your person. If you do not have an empty
  hand, the conjured weapon clatters to the ground,
  counts as not being on your person, and vanishes
  instantly.
  Conjure Bulwark
  Recitation Level: 5
  Codex: Realized Vision
  Similar School: conjuration
  Range: personal
  Target: you
  Duration: 5 rounds
  Saving Throw: none
  Your recitation conjures a shield to your specifications.
  You can choose the type of shield created and assign
  enhancement bonus and shield special abilities to the
  shield.
  These
  bonuses
  must
  add
  up
  to
  a
  total
  enhancement bonus of +4. All shields are made of
  default materials, such as steel, stone, and wood. Special
  materials, such as adamantine and darkwood, are
  impossible to produce, as the words the universe uses
  for such materials are still being researched.
  The shield comes into being directly in your hands. This
  shield vanishes when the recitation's duration expires
  and vanishes immediately should it ever be taken off of
  your person. If you do not have an empty hand, the
  conjured shield clatters to the ground, counts as not
  being on your person, and vanishes instantly.
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  Ultimate Truenaming
  Interjection Games
  
  Erase from the Record
  Recitation Level: 6
  Codex: Realized Vision
  Similar School: divination
  Range: 30 feet
  Target: creature in range
  Duration: 4 rounds
  Saving Throw: Will negates (see text)
  Your recitation denies that its target ever existed at all.
  Each round at the beginning of the subject's turn, that
  creature gains an oblivion point unless it succeeds on a
  Will save. If the subject ever has three or more oblivion
  points, it is utterly erased from the universe with no
  saving throw allowed. Creatures erased in this manner
  can only be returned to the space­time continuum
  through the wish or miracle spells. Oblivion points are
  removed immediately when the recitation ends.
  The
  trailing
  inflection
  cannot
  be
  applied
  to
  this
  recitation.
  Fabricate the Mundane
  Recitation Level: 4
  Codex: Realized Vision
  Similar School: conjuration
  Range: personal
  Target: you
  Duration: instantaneous
  Saving Throw: none
  Your recitation conjures a single mundane object to
  your specifications. This object must have a market
  value of 2 gp or less and cannot be alive. Despite the
  tireless
  efforts
  of
  the
  small
  number
  of
  dwarven
  truenamers
  in
  the
  world,
  gold,
  silver,
  copper,
  adamantine, platinum, truesilver, gemstones, and other
  valuables that can be described as coinage or trade
  goods cannot be conjured in this fashion. Any complex
  items conjured in this fashion, like a dagger or a well­
  made basket, require a related Craft check to produce.
  Food can be produced with this recitation, though dairy
  products tend to taste quite terrible mere hours after
  conjuration because of the lack of essential cultures.
  Objects made with this recitation are permanent.
  An object conjured in this fashion comes into being in
  your hands. If you do not have an empty hand, the
  conjured object clatters to the ground and can be picked
  up at your convenience.
  Though this effect is instantaneous, once this recitation
  is recited, it cannot be recited again for 1 hour in
  accordance with the Law of Flowing Rhetoric.
  Floating Sphere
  Recitation Level: 4
  Codex: Realized Vision
  Similar School: evocation [force]
  Range: 60 feet
  Effect: 5­ft.­diameter sphere
  Duration: 5 rounds
  Saving Throw: none
  Your recitation calls forth a hovering sphere covered in
  rope­like cilia. Creatures who threaten the square
  containing the floating sphere can grab onto the cilia
  with an empty hand (or claw or tentacle ­ the sphere
  doesn't mind), thus allowing the sphere to pick them up
  and fly them around. It moves 60 feet per round and
  has perfect maneuverability. A floating sphere can
  support the weight of 16 tiny creatures, 8 small
  creatures, 4 medium creatures, 2 large creatures, or 1
  huge creature. Mixtures of these sizes that do not
  surpass the sphere's limit are valid. If the sphere is
  overloaded, its move speed is set to 0 feet.
  The sphere moves as long as you actively direct it (a
  move action for you); otherwise, it merely stays at rest
  and wriggles its cilia. Should the sphere ever be further
  away from you than its maximum range, it vanishes
  immediately.
  Manual of Knowledge
  Recitation Level: 4
  Codex: Realized Vision
  Similar School: divination
  Range: personal
  Target: you
  Duration: 5 rounds
  Saving Throw: none
  Your recitation reaches into your mind and plunders it
  for useful material, producing a strange manual of your
  thoughts. Choose a Knowledge skill in which you have at
  least 10 ranks. You take a ­10 penalty to that Knowledge
  skill, but a book containing your thoughts appears in
  your hands. When held by a creature, even you, this
  manual grants a +10 bonus to Knowledge checks of the
  chosen type. Should the manual ever be more than 60
  feet from you at any time, it vanishes immediately and
  the recitation ends.
  Parabolic Bulwark
  Recitation Level: 4
  Codex: Realized Vision
  Similar School: conjuration
  Range: personal
  Target: you
  Duration: 5 rounds
  Saving Throw: none
  Your recitation produces a strange shield­like object
  that curves outward like a parabola. This object comes
  into being strapped to one of your arms as if it were a
  buckler, if possible. If strapped to one of your arms, it
  provides a 20% chance to reflect ray spells that touch
  you. Should this object ever leave your person or
  successfully reflect a ray, it vanishes immediately and
  the recitation ends.
  100
  Bradley Crouch, Thilo Graf, Jason Linker
  Realized Vision List
  
  Parabolic Bulwark, Greater
  Recitation Level: 6
  Codex: Realized Vision
  Similar School: conjuration
  Range: personal
  Target: you
  Duration: 5 rounds
  Saving Throw: none
  Your recitation produces a strange shield­like object
  that curves outward like a parabola. This object comes
  into being strapped to one of your arms as if it were a
  buckler, if possible. If strapped to one of your arms, it
  provides a 50% chance to reflect ray spells that touch
  you. Should this object ever leave your person or
  successfully reflect a ray, it vanishes immediately and
  the recitation ends.
  Passion
  Recitation Level: 5
  Codex: Realized Vision
  Similar School: enchantment [mind­affecting]
  Range: 60 feet
  Target: creature in range
  Duration: 5 rounds
  Saving Throw: Will negates (harmless)
  Your recitation calls up visions of hope and excitement.
  The subject has a 50% chance to gain an additional
  standard action each round. This standard action
  cannot be used to cast spells, use a spell­like ability, use
  a supernatural ability, or use spell completion items, but
  it may be used to do anything else, such as attack again,
  drink a potion, use a wand, use an extraordinary ability,
  or perform certain skill checks. If the subject does not
  gain an additional standard action, then an additional
  move action is gained instead.
  Sinister Darts
  Recitation Level: 6
  Codex: Realized Vision
  Similar School: conjuration
  Range: personal
  Target: you
  Duration: 5 rounds
  Saving Throw: none
  Your recitation describes something fairly simple: a
  magical dart coated in a substance that causes extreme
  disorientation. This recitation conjures four such darts
  in your outstretched hand. They may be thrown as
  though they were darts or used as ammunition for a
  blowpipe. These darts deal 1d4 + Intelligence modifier
  damage on a successful hit and those damaged by one
  are confused for 1 round and deafened, dazzled, and
  shaken for 1d4 rounds with no saving throw allowed.
  After hitting a target, a dart conjured in this manner
  vanishes. Once all of the darts vanish, this recitation
  ends immediately.
  Sphere of Fear
  Recitation Level: 6
  Codex: Realized Vision
  Similar School: necromancy [fear, mind­affecting]
  Range: 60 feet
  Target: creature in range
  Duration: 5 rounds
  Saving Throw: Will negates
  Your recitation is a droning repetition of all of the most
  terrifying things you can name in the First Language.
  The
  resulting
  manifestation,
  barely
  cohesive,
  but
  seething with terror, is a 5­foot sphere of fearful
  emanations that comes into being in the same square as
  the target creature. It moves 30 feet per round. As part
  of this movement, it can ascend or jump up to 30 feet to
  strike a target. If it enters a space with a creature, it
  stops moving for the round and causes that creature to
  become panicked for 2 rounds, though a successful Will
  save negates the condition. A sphere of fear rolls over
  barriers less than 4 feet tall.
  The sphere moves as long as you actively direct it (a
  move action for you); otherwise, it merely stays at rest
  and acts scary. Should the sphere ever be further away
  from
  you
  than
  its
  maximum
  range,
  it
  vanishes
  immediately.
  Inflections that can increase the number of targets
  affected
  by
  this
  recitation,
  such
  as
  stereo
  or
  sympathetic, cannot be used in conjunction with it.
  Spongy Disc
  Recitation Level: 4
  Similar School: conjuration
  Range: 60 feet
  Area: 10­foot­square
  Duration: 5 rounds
  Saving Throw: Will negates
  Your recitation coats a surface with a spongy material
  that absorbs shock and is pleasantly springy to step
  upon. Creatures who fall onto this material can ignore
  falling damage from heights of up to 50 feet. Falls from
  greater than 50 feet deal damage to the faller as if the
  distance fallen were 40 feet less than it actually is.
  101
  Ultimate Truenaming
  Interjection Games
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
  rights reserved.
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  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
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  Ultimate
  Truenaming,
  Copyright
  2015
  Interjection
  Games
  LLC;
  Authors: Bradley Crouch, Thilo Graf, Jason Linker.
  [End of License]
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  Arthur Crouch of Interjection Games.
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