The target's eyes become focused, better tracking enemies. The target's ranged attacks do not suffer the 20% miss chance imposed by concealment.
The target's form becomes distorted and vague from a distance. The target gains concealment against ranged attacks, imposing a 20% miss chance. This does not apply against melee attacks.
The targeted weapon seems to guide itself towards the vital points of an enemy. The weapon gains the Keen quality, doubling its threat range.
The targeted suit of armor shifts to repel otherwise deadly attacks. The armor or shield gains the Lesser Fortification quality, imposing a 25% chance for critical hits and sneak attacks against the wearer to fail.
Warnings of danger whisper in the target's mind. The target gains a +2 insight bonus to Armor Class.
Distracting lies echo to the target, leading him into danger. The target takes a -2 penalty to Armor Class.
You grant the target a +10 bonus on a single Knowledge check. If the target has bardic knowledge, lore, or a similar class feature, this bonus can apply to that check instead.
Your target gains a +10 bonus on a single Bluff check.
Your words reach across the planes and transform your target with divine energy. This transformation causes the target to appear angelic, taking on a silvery sheen and a fainly glowing halo. This grants the following:
The target gains a +1 divine bonus on armor class and all saving throws, as well as damage reduction 5/magic.
The target's creature type temporarily changes to outsider, with the native subtype.
The target gains Darkvision out to 60 feet.
The target's attacks against evil foes deal an extra 1d6 damage.
The target's personality subtly changes towards good, and the target's alignment is treated as good. This does not cause the target to act against its nature or to permanently change alignment, and this effect can be prevented by a successful Will saving throw.
Your words reach across the planes and transform your target with fiendish energy. This transformation causes the target to appear demonic, taking on a menacing appearance and a faint smell of brimstone. This grants the following:
The target gains a +1 profane bonus on all attack and damage rolls, as well as resistance to fire 5.
The target's creature type temporarily changes to outsider, with the native subtype.
The target gains Darkvision out to 60 feet.
The target's attacks against good foes deal an extra 1d6 damage.
The target's personality subtly changes towards evil, and the target's alignment is treated as evil. This does not cause the target to act against its nature or to permanently change alignment, and this effect can be prevented by a successful Will saving throw.
The target is covered in a faint glowing aura that slips past all restraints. The target gains the benefits of a Freedom of Movement spell.
Shadows cover and hold the target in place and prevent it from moving. The target can still perform actions normally and it can be moved by external forces, but it cannot move itself.
The target's attacks are guided by an invisible power, granting a +2 bonus to attack rolls.
The target's attacks are frustrated by an invisible shield, imposing a -2 penalty on attack rolls and weapon damage rolls.
Your target is imbued with the ability to will arcane power into being in complete silence. She may ignore the verbal component of spells when casting them.
You silence your target, making it incapable of producing sound, conversing, or using spells with verbal components. It automatically succeeds on Move Silently checks.
Your target's feet are highlighted with energy and her footsteps briefly glow. The target's base speed increases by 20 feet, and she gains the ability to walk on surfaces that would otherwise be unable to support her weight, such as water or loose rubble, without difficulty. Additionally, the target may move on walls, so long as she begins and ends her turn on a floor. If she ends her turn on a wall, she falls.
Your target's legs become heavy as dark tendrils root them down. The target must use 10 feet of movement for every 5 feet moved. The target may still run and charge as normal, albeit more slowly. If the target attempts to move through difficult terrain, she must spend 15 feet of movement for every 5 feet moved.
You remind a weapon of its lethality, granting it extra power on an attack. The next damage roll made with the weapon (before the duration expires) deals an additional 10 damage.
Your words hamper the meaning of a weapon, causing it to fail when it is next used. The next damage roll made with the weapon (before the duration expires) deals half damage, rounded down, to a minimum of 1. Each damage type dealt by the weapon is halved separately. Additionally, if the damage roll would have been multiplied, such as by a critical hit, it is not multiplied.
Harmful magical energies of the item become subdued as spectral feathers sprout from it. If the item is a weapon with a magical enchantment or effect that causes it to deal extra damage, such as an enhancement bonus or the flaming enchantment, that effect no longer applies to damage rolls. This does not prevent enchantments from affecting other properties of the weapon.
For example, a +1 Flaming Keen longsword successfully targeted by this utterance would stop gaining the benefits of its Flaming enchantment for the duration, and it would no longer gain a +1 enchancement bonus to damage for the duration. It would still retain its +1 enhancement bonus to attack rolls, and it would still maintain the full benefits of its Keen enchantment.
Elemental energies of the item surge to the forefront. If the item is a weapon with a magical enchantment or effect that deals a variable amount of energy damage on hit, such as Flaming or Frost, the wielder may reroll a single energy damage die of the weapon once per attack. The wielder must take the result of the new roll, even if it is lower.
You slightly bend the threads of time to speed up an ally's reactions. The target of this utterance may immediately make a single melee or ranged attack at her highest base attack bonus. If she chooses not to, she may instead make an additional attack of opportunity once before this utterance ends. This utterance does not change the ally's position in the initiative order.
You warp an opponent's perception of time in an attempt to halt the foe. For the duration of the utterance, the target is dazed and can take no actions.
The target is aided by subtle coincidences and unusual focus. For the duration, the target gains a +5 bonus on all skill checks.
The universe temporarily conspires against the target, making basic tasks far more difficult. For the duration, the target takes a -5 penalty on all skill checks.
You utter words of confusion that scramble light in the area, causing things to appear distorted and incoherent. The distortion obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
Your words of power reveal things in the area that would otherwise be hidden. The area becomes illuminated as if by bright light, but this gentle illumination does not impose any penalties for creatures with light blindness or similar traits. This does not cast any illumination beyond the targeted area, creating a clear line of where this effect ends.
Additionally, any objects or beings that are invisible or ethereal become visible while they are within the area, and creatures within the area take a -10 penalty on Hide checks.
The target gains fast healing 3, as gentle warm light radiates from closing wounds.
The target is slowly pulled apart by warping shadows. The target takes 2d6 damage immediately, and another 2d6 damage at the end of each of its turns.
The target gains fast healing 1, as occasional pulses of dim light seal wounds.
The target is slightly unmade as wounds spontaneously open. The target takes 1d6 damage immediately, and another 1d6 damage at the end of each of its turns.
You make a single short statement that trancends language barriers. The target understands the statement, even if you do not share a language with it, so long as the creature has a language of some sort. To creatures other than the target, it sounds incomprehensible.
This does not enable you to understand the language of the creature.
Your words become concealed within each other, allowing you to say different things to different people. You make two short statements of roughly equal length while speaking this utterance. Your target hears one of these statements, but everyone else hears the other statement.
If the reversed version of this utterance succeeds, listeners will not be able to tell that you've used truespeech at all.
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