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Onomancy

Onomancers have served as a boogieman for many ancient beings as their unmatched power of the ancient magics is something that puts them on their level. Those who wield the powers of true names have long used their magic in secret because of the danger they posed caused them to be a big target for bounty hunters.

Power words are simply the true names of ideas, concepts and powers. Onomancers learn how to use and modify these power words, as well as exploit the true names of creatures and descriptors for even greater control.

Prerequisites: Know at least one power word, arcane caster, be trained in the art of onomancy.

[Level 1]

  • Enduring voice: as a part of using a power word, you can ignore the cost of a power word usage as long as its cost does not exceed your level. You regain the ability to do so after completing a short or long rest.
  • Focused Intent: Once per long rest you can add your proficiency bonus to a will check, after it is made but before its outcome is determined.

[Level 2]

  • Unearth True-name: You gain the ability to Discover the true name of a Creature, whether it be through research or stealing it from their very subconscious
    - You may learn a true name by 2 methods:
    1) Research: You can spend downtime researching the syllables of a creatures true name, a table below details the modifiers to this check, as well as degrees of success.
    2) Extract: Once per round, In place of your Knowledge check on your turn, you may force the creature to make a charisma save against your will check. On Failure, you learn one syllable of their true name (most creatures have 2), on success you take a roll of the creatures hitdie as true damage.
    - A creature whom you know the full true name of subtracts your int mod from any d20 test they make against your spells or power-words. That creature also cannot use an ability that would cause it to automatically succeed against the effect.
  • Arcane Resonance: Your understanding of magic deepens, as you begin to learn the true names used within your spells core. Each of your known spells gains one or more unique "tags" called resonants. These resonants represent one or multiple "concept true name fragments" that are twisted together to create a predictable outcome.
    - Whenever you cast a spell of 1st level or higher, you may choose one of its resonants to hold in your memory up to pb at a time losing the oldest remembered one whenever you would exceed this.
    - The next time you speak a power word, you may apply any number of these resonants to modify effect of the power word, speaking them "before" the power word.
    - The list of Resonants, their effects, and a list of spells with their tags is provided below.
    - Like power power words, Resonants are "Will Cast", meaning they can be attempted to have differing effects to their written description if it fits in the scope of their "concept".
    - Resonants can modify each other, such as Electio-Aptet allowing you to instead choose a resisted element

[Level 3]

  • Name of Magic: You learn the true name of the world tree, which can be used when grasping the power of its roots. You only take half exhaustion when attempting a Ley tap(min 1)
  • Purposeful Speech: Your power words weave together, increasing you sway on reality. Whenever you "Will cast" a power word, add +1 to your will check for each resonant expent that correlates to the "intent" of the cast.

[Level 4]

  • Soul Knowledge: Your intrinsic knowledge of a creatures identity further enhances your leverage against them. For each "Syllable" of a creatures true name that you know, you gain a +1 bonus on all d20 tests made against that creature.
  • Emissary of Reality: You learn how to fully string together multiple power words for devastating effects. You may now string multiple power words together, doing so requires a will check the DC of which is (14 +2 for each additional powerword (+4 if it is a different language))

Arcane Resonants:

Agere(Instinct): Use the power word as a reaction
Augere(Enhance): Target Channels the effect into the next weapon attack they make, dealing the "negative" on hit
Cognito(Understand): You immediately succeed on a knowledge check against the creature.
Curo(Mind): Save is mental save of the spell. Can be Electio to be any of the 3.
Deus(Divine): Causes Disadvantage for fiend undead, and advantage for celestials
Dolus(Distort):
Electio(Choice):
You choose either the damage type, or the "table result" of a power word effect.
Oculus(Sight): The creatures vision is reduced to 15ft or expanded to double their normal
Sors(Fate): The affected creature gains advantage or disadvantage
Mora(Remaining): Target remakes save against this effect for pb triggers/turns.
Motus(Movement): Effected target is moved up to pb * 5ft in a direction of your choice
Pergo(Momentum): The power-word is instead a line aoe (5ft wide x (level * 5) ft long) between you and the initial target. If that creature succeeds, the next creature in the line must make the save
Tego(Shield): Target gains level temp hp
Timor(Fear): Effected Creature gains the Shaken Condition
Umbra(Trick): A successful deception check against the creatures passive perception prevents them from using reactions triggered by this effect
Visus(Seek): You do not need to see the target to target it with the power word.

Spells and their resonants:

These are a list of example spells and their associated tags, each time you add a new spell to your spellbook, your dm tells you what resonants each spell has

1st)
Absorb Elements: Agere, Augere
Catapult: Motus, Pergo
Cause Fear: Timor, Mora
Chromatic Orb: Electio
Comprehend Languages, Detect Magic: Cognito
Disguise self: Dolus, Umbra
Distort Value: Dolus
Expeditious Retreat: Motus
False Life: Tego
Magic Missile: Visus
Shield: Agere, Tego
Silent Image: Umbra, Oculus
Silvery barbs: Agere, Sors
Tasha's Caustic brew: Mora
Tasha's Hideous laughter: Mora, Curo
WitchBolt: Mora,

2nd)
Alter Self: Electio, Dolus
Augury: Sors, Deus
Blur: Oculus, Umbra
Crown of Madness: Mora, Curo
Darkness: Mora, Oculus, Umbra
Tasha's Mind Whip: Curo
Ray of Enfeeblement: Mora

4th)
Evard's Black Tentacles: Mora


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