Codex Of Heart And Mind
Table of Contents
Strange Magic 1

Codex of Heart and Mind Summaries

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
reverse - 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

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 full-attack action
reverse - Subject cannot make a full-attack 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

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 mind-affecting 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

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


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

Attraction

Recitation Level: 1
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 made 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 made 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.

Boastful Oratory

Recitation Level: 3
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
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
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 total). 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 total).

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 total). 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 total). 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
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 total). 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 total).

Chilling Remarks

Recitation Level: 5
Similar School: evocation [cold]
Duration: normal instantaneous; reverse 5 rounds
Saving Throw: normal Fortitude partial (see text); reverse Fortitude negates (harmless)

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 movement-impeding 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.

Command the Freshly Dead

Recitation Level: 5
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 your control, 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 largely-intact 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
Similar School: evocation [acid]
Duration: normal instantaneous; reverse 5 rounds
Saving Throw: normal Fortitude partial (see text); reverse Fortitude negates (harmless)

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
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 only 1 temporary negative level. If the subject is killed by this recitation, its 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 space-time 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, and is immune to energy drain and any negative energy effects, including channeled negative energy.

Creation's Rebuke

Recitation Level: 6
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 to 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
Similar School: enchantment [mind-affecting]
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 mind-affecting abilities, save those that provide a morale bonus.

Declaration of Combustion

Recitation Level: 2
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.

Declaration of Mass Combustion

Recitation Level: 6
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 is marked as 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 seldom-used vocabulary 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
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
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.

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 called for by spells he casts from the school of magic you select.

Reverse: Conversely, a practitioner of Truespeech 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 called for by spells he casts from the school of magic you select.

Energetic Buffer

Recitation Level: 5
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 mother-in-law. 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
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 mother-in-law. 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.

Fatal Attraction

Recitation Level: 4
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 it 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 it 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
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 deals damage to a creature in melee, then the subject's movement does not provoke attacks of opportunity from that creature until the beginning of that creature's next turn.

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
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 long list of things that make organics feel nauseous.

Your target is assaulted by disgusting visions. Each round at the beginning of the subject's turn, it is sickened for 1 round with a Will save to negate.

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 food-borne disease and poison.

Gravity's Bane

Recitation Level: 3
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
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
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
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.

Incendiary Remarks

Recitation Level: 2
Similar School: evocation [fire]
Duration: normal instantaneous; reverse 5 rounds
Saving Throw: normal Fortitude partial (see text); reverse Fortitude negates (harmless)

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
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 largely-intact 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.

Intonation of the Luchadore

Recitation Level: 4
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, it 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 itself open to reprisal when attempting to wrestle. Whenever the subject makes a bull rush, grapple, sunder, or trip combat maneuver, it provokes attacks of opportunity even if it is possessed of abilities that would normally negate this occurrence.

Lament of the Platypus

Recitation Level: 2
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
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.

Mending Verse, Greater

Recitation Level: 6
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
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
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 are among those listed.

Ode to the Porcupine

Recitation Level: 3
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.

Peristaltic Chain Reaction

Recitation Level: 4
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.

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 food-borne disease.

Piercing Proclamation

Recitation Level: 1
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 high-pitched, 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
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
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.

Runoncitation

Recitation Level: 2
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
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
Similar School: evocation [electricity]
Duration: normal instantaneous; reverse 5 rounds
Saving Throw: normal Fortitude partial (see text); reverse Fortitude negates (harmless)

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.

Snapping Sinew

Recitation Level: 3
Similar School: transmutation
Duration: 5 rounds or until discharged
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.

Reverse: Your recitation mocks the subject's complete lack of muscle strength and openly wonders how that individual can drag that oh-so-heavy 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 takes a -7 penalty to the subsequent damage roll.

Snapping Sinew, Greater

Recitation Level: 6
Similar School: transmutation
Duration: 5 rounds or until discharged
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.

Reverse: Your recitation mocks the subject's complete lack of muscle strength and openly wonders how that individual can drag that oh-so-heavy 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.

Snapping Sinew, Lesser

Recitation Level: 1
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.

Reverse: Your recitation mocks the subject's complete lack of muscle strength and openly wonders how that individual can drag that oh-so-heavy 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.

Stimulate Body

Recitation Level: 3
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.

Stimulate Body, Greater

Recitation Level: 5
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
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
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
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
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
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.

Swift Intonation

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
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
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 are among those listed.

Translocate

Recitation Level: 6
Similar School: normal conjuration (teleportation); reverse abjuration
Duration: normal instantaneous; reverse 5 rounds
Saving Throw: 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 clattering to the ground does whatever it is that it usually does.

Reverse: Your recitation describes 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 spells that would move the subject are cast by or on it, 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
Similar School: transmutation
Duration: 5 rounds
Saving Throw: normal Fortitude negates (harmless); reverse Fortitude negates

Normal: In a riot of jammed-together syllables that would make a scribe of tongue twisters well up with pride, 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 as a primary natural weapon. If the subject already has a bite attack, then that natural weapon gains a +3 enhancement bonus.

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 even 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, which provide 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. A slam attack granted in this fashion cannot be taken away by an additional casting of this recitation.

Uttered Portents

Recitation Level: 2
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
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
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
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.

Verbal Alchemy

Recitation Level: 2
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 directly hit with a flask of acid 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 directly hit with a flask of alchemist's fire 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
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 directly hit with a flask of acid 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 directly hit with a flask of alchemist's fire 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
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 directly hit with a flask of acid 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 directly hit with a flask of alchemist's fire on a successful ranged touch. Once the subject has spit once in this manner, the recitation ends immediately.

Waste Away

Recitation Level: 3
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.

Whispers of Glastiglaroth

Recitation Level: 3
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 short-lived mortal races, for the present-day 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.

Choose 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.

Choose 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
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 the subject 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 subject immediately, plus an additional 3 points of damage each round at the beginning of your turn.

Wholeness Locution. Greater

Recitation Level: 5
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 subject 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 subject immediately, plus an additional 5 points of damage each round at the beginning of your turn.

Wholeness Locution, Lesser

Recitation Level: 1
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 subject 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 subject immediately, plus an additional 1 point of damage each round at the beginning of your turn.

Word of Resilience

Recitation Level: 4
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 the subject 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 subject'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
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 subject 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 subject'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
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 subject 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 subject'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
Similar School: enchantment [mind-affecting]
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 it 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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