Area: Cone-shaped emanation
Saving Throw: None
Spell Resistance: No
You focus your mind and let your senses probe the room, questing and seeking for any trace of a bound vestige. You can detect an aura emanating from anyone currently bound to a vestige who is within the spell's area. The amount of information revealed about each shared soul depends on how long you study a particular area, as follows.
1st Round: Presence or absence of vestige auras.
2nd Round: Number of vestige auras in the area and the strength of the strongest vestige present.
3rd Round: The strength and location of each vestige-bound individual. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of a vestige aura is determined by the minimum effective binder level necessary to summon it, as given on the following table:
Minimum Effective Binder Level | Aura Strength
1st-4th | Faint
5th-9th | Moderate
10th-14th | Strong
15th or higher | Overwhelming
Each round, you can turn to detect vestige-bound
individuals in a new area. The spell can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Saving Throw: Will negates
Spell Resistance: Yes
You hold the curved dagger aloft, and as you slice it through the air at the incorporeal creature before you, you speak words of power that remind it of the life it once had, and the pain of its loss. Clutching a curved blade, you make a downward cutting motion that produces a field of pulsing, unholy, red light around you. Each incorporeal creature within this light must succeed on a Fortitude save or be wracked with sensations of loss. This effect manifests as a -2 penalty on attack rolls, damage rolls, skill checks, and saves for as long as the creature remains in range, and for 1d4 rounds afterward. In addition, every corporeal user of pact magic gains a +2 bonus on binding checks made against any vestige within range of this spell. Focus: An ornate sacrificial dagger or kukri worth 300 gp.
(T: When you cast this spell, you must correctly speak the personal truename of the creature you're protecting against)
Area: 20-ft.-radius emanation centered on a point in space
Saving Throw: See text
Spell Resistance: No - see text
As you complete the spell and pronounce the truename, a silvery shimmer is faintly visible in the area you indicated, which pulses angrily if your truename foe comes near. This spell protects those within its area against a single named foe, doing so in three ways. First, the area is forbidden to the creature. It must make a successful Will save to enter it by any means (movement, teleportation spells, and so on). If it fails its Will save and was endeavoring to use a teleportation spell to enter the area, it is shunted to a random open space on a suitable surface within 10 feet of the protected area. If no free space is available within 10 feet, the spell simply fails. The creature can try to enter the area only once during its turn, but can continue to try on subsequent rounds. Even if the named creature gets inside the barrier, the other aspects of the spell function normally. Second, all creatures within the area gain a +4 deflection bonus to AC against attacks from the
named creature, and a +4 resistance bonus on saving throws required by the named creature's spell effects and special attacks. Third, the barrier blocks any attempt to possess or exercise mental control over those within the spell's area by the named creature, including enchantment (charm) effects and enchantment (compulsion) effects that grant ongoing control over the subject. Bane of the archrival suppresses these effects for the duration of the spell or as long as the subject remains within the spell's area.
(T: When you cast this spell, you must correctly speak the personal truename of the creature you're targeting
XP cost: 500 XP)
Target: One creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
As you cast the spell, a ghostly, grasping hand appears to reach inside your foe, pull out a black, cloudy mass before disappearing.This spell functions as spurn the supernatural, except that its effect is permanent and it eliminates only one supernatural ability, no matter how high your Truespeak check.Your target loses the chosen supernatural ability until it undergoes a ritual of renaming or is the target of a wish or miracle spell. If the subject has a temporary supernatural ability (such as those granted to binders by vestiges), it loses that ability, but this spell does nothing to prevent the subject from gaining the same or other supernatural abilities later.
(T: When you cast this spell, you must correctly speak the personal truename of the creature you're trying to protect)Target: One creature with an Intelligence score of 3 or higher
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You chant a personal truename in an ever-quieter voice as you slowly lower your hand and crouch, trying to erase traces of the personal truename from the cosmos. The subject gains protection from those who would use her personal truename for ill purposes, and a modicum of defense against utterances that use more general truenames. The subject of a hidden truename spell gets a +2 bonus on saving throws against utterances. In addition, those trying to research the personal truename of a creature protected by hidden truename take a -8 penalty on the Knowledge check required to do so. (see Truename Research).
(T: When you cast this spell, you must correctly speak the personal truename of the Creature you're targeting)Target: One creature Saving Throw: Fortitude negates
Spell Resistance: Yes Your make your hand into a grasping claw as you speak your foe's truename, stealing some of its supernatural energy, which appears as a minuscule storm-cloud in your hand. With this spell, you can temporarily suppress a supernatural ability possessed by the target creature. For the duration of the spell, the target is unable to activate the supernatural ability you have chosen. Extraordinary and spell-like abilities aren't affected by this spell. If you succeed on the Truespeak check, you can suppress one of the creature's supernatural abilities, plus another supernatural ability for every 5 points by which your result beat the Truespeak DC.
(T: When you cast this spell, you must correctly speak the personal truename of the creature you're targeting with truename dispel)Target: One creature
Saving Throw: None
Spell Resistance: No
By speaking aloud the personal truename of your foe and pointing with arm outstretched, you cause a gray haze to swirl around your target briefly. Then the haze dissipates, carrying your enemy's magic with it. This spell enables you to see the strands of magic surrounding your target and selectively separate them. This functions like the dispel magic spell, except that it always targets a creature, you learn the nature of each ongoing magical effect currently affecting the target creature, and effects you want to dispel are automatically removed (no caster level check is necessary), if you succeed on the Truespeak check, you can choose which effects you want to dispel. Thus, you can eliminate harmful effects while retaining beneficial ones - or vice versa.
(T: When you cast this spell, you must correctly speak your own personal truename)Target: You
You utter your own truename, weaving its power into a matrix of force-tentacles that shimmer briefly, then descend around your form. A faintly glowing silvery field of force surrounds you, providing you with a +6 armor bonus to Armor Class. Unlike mundane armor, the bulwark of reality entails no armor check penalty, arcane spell failure chance, or speed reduction. Because the bulwark of reality is made of force, incorporeal creatures can't bypass it the way they do normal armor.
(T:When you cast this spell, you must correctly speak the truenames for cardinal directions and movement, which you learn with the spell. This check has no set DC, but if your Truespeak check result is lower than 15 + (2 X creature's CR) for the lowest CR creature in the area, then scramble true position has no effect.)
Area: 10-ft.-radius spread
Saving Throw: Reflex partial - see text
Spell Resistance: Yes
You utter truenames for directions with great rapidity as you gesture toward where you're casting the spell. With a sizzle and a flash, those within the spell's radius disappear, then reappear somewhere nearby. The scramble true position spell can wreck an enemy's carefully constructed defenses or highly regarded plan of attack by randomly moving them around. You can't control where your enemies reappear, but they might fall off a precipice or wind up between your rogue and fighter allies. When you cast the spell, make a single Truespeak check. Then compare your result to the DC to move each creature: 15 + (2 X CR). If you meet or exceed the DC for a creature, move that creature 2 squares in a random direction using the targeted on square part of the diagram on page 158 of the Player's Handbook. The
scramble true position spell can't send a creature into a square occupied by solid matter or another creature, but it can send a creature into a dangerous place (into lava or off a cliff, for example). Make the comparison and movement in descending CR order. If multiple targets have the same CR, the caster chooses the order in which to relocate them. If you can't move a target 2 squares in a particular direction, move it 1 square, or it disappears and reappears in the same square if relocation is impossible. Having their true locations disrupted with this spell can be disorienting for the subjects. Every creature that you move with this spell (even those who reappear in the same square they started in) must succeed on a Reflex save or fall prone.
Target: One elemental or outsider of CR 10 or less
Saving Throw: Will negates
Spell Resistance: No and yes - see lesser planar binding text
This spell functions like lesser truename binding, except that you can call a single creature of CR 10 or less.
Target: One elemental or outsider of CR 14 or less
Saving Throw: Will negates
Spell Resistance: No and yes - see lesser planar binding text
This spell functions like lesser planar binding, except that you can call a single creature of CR 14 or less.
(T: When you cast this spell, you must correctly speak the personal truename of the target creature you're trying to bind to service
XP cost: 100 XP)Target: One elemental or outsider of CR 6 or less
Saving Throw: Will negates
Spell Resistance: No and yes - see lesser planar binding text
With a flourish of your hands, the creature appears in the magic trap you have laid. You threaten it with the power of its personal truename, and it hangs its head as it agrees to perform a service on your behalf. This spell functions like lesser planar binding, except that you can call a single creature of CR 6 or less, and you must know its personal truename to call it. Once you demonstrate mastery of that truename with a successful Truespeak check, you can compel the creature to perform a service on your behalf if you roll a 1 on the Truespeak check required by this spell, the creature breaks free of the binding and can escape or attack you. The creature gets its Will save and spell resistance as normal for lesser planar binding. If the creature does not break free, you attempt to compel the creature to perform a service not with opposed Charisma checks, but with the Truespeak check you made when you cast the spell. The
bound creature opposes this check with either a Truespeak check, saying its own personal truename, or a Charisma check. If you can assign an open-ended task, such as defend me against attack, the service lasts for one day. Once the requested service is performed, the creature need only so inform you to be instantly sent back whence it came. You can extend the creature's duration of service with a particularly high Truespeak check. For every 5 points by which your Truespeak check (made when you cast the spell) exceeds the creature's Truespeak or Charisma check, the duration of the creature's service is extended by one additional day.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like beckon person, except that the effect is not restricted by creature type or size.
Target: One humanoid creature
Saving Throw: Will negates
Spell Resistance: Yes
With a crook of your finger and some spoken truenames, you urge a creature closer. The creature's eyes turn solid blue as it shambles toward you. This simple enchantment weaves truenames for approach and closer into a spell that forces the subject to move closer to you. If you succeed on the Truespeak check and the creature fails its saving throw, it must move at least 10 feet closer to you each round if able. The creature can choose its own path and means of locomotion, but if it can, it must end its turn at least 10 feet closer to you than it started. The creature defends itself normally and can take whatever actions it likes, so long as it moves closer to you every turn. The creature can move toward you faster than 10 feet per round if it likes. When the creature is adjacent to you, it acts normally unless you move away. If you move away, it must move 10 feet per round closer to your new location if it can. The beckon person spell lasts for at least 1 round, but it might last longer if you excel at the Truespeak check (described below). Truename Component: When you cast this spell, you must correctly speak the truenames associated
with movement and approach. You learn these truenames when you learn this spell. The Truespeak DC to cast this spell is 15 - you add 2 rounds to the duration for every 5 points by which you exceed the DC.
(T: When you cast this spell, you must correctly speak the truename of the creature you're targeting)Target: One creature
Saving Throw: Will partial
Spell Resistance: Yes
You practically howl the truename of your foe, screaming with as much imposing hatred as you can muster.The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 10 or more Hit Dice have immunity to this effect. Horror of the spoken name counters and dispels remove fear.
(T: When you cast this spell, you must correctly speak the personal truename of the creature you're trying to erase from reality)Target: One creature with an Intelligence score of 3 or higher
Saving Throw: Fortitude negates
Spell Resistance: Yes
Remaining utterly still for a moment, you clench your fist and speak words of such potency that the creature you name simply ceases to exist. There's no fire, no flash, and no corpse. It's as if the creature you named never existed in the first place. With this most powerful of spells, you erase a subject's truename from existence itself. The last thing the subject ever hears is your voice uttering its truename - then nothing but oblivion. Items worn, held, or carried by the creature are likewise obliterated with no save allowed. Returning a creature to life after it has succumbed to an unname spell is difficult to accomplish. Resurrection isn't possible without a body, and the soul has been expunged as well. This spell alters reality itself so that the named creature cannot live - without a truename, its existence would violate the fundamental laws of the universe. In a 2-hour-long ceremony, a succession of spells needs to be cast. First, you perform a ritual of renaming
to create a new personal truename for the creature you're trying to bring back from unnaming (this is an intentional exception to the target described in the ritual of renaming spell). Then a true resurrection spell must be cast to restore the soul (with its new personal truename) and life to the new body.
(T: When you cast this spell, you must correctly speak the personal truename of the creature you're augmenting)Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a red flash, your named ally looks slightly more muscular and heavily built. He seems to quiver with anticipation of coming action. The spell grants the subject a +2 enhancement bonus to Strength, Dexterity, and Constitution. All the usual benefits to better modifiers apply: attack rolls, melee damage rolls, hit points, and so on.
(XP cost: 500 XP)Target: One willing creature with a Intelligence score of 3 or higher
Saving Throw: None
Spell Resistance: Yes (harmless)
Repeatedly waving your hand over the subject and repeating both the old and the new personal truename, you magically meld them with the power of your voice until the old name is no more. When an archrival learns your personal truename, that enemy has a great degree of power over you. If your personal truename spreads to other hostile forces and factions, you might find yourself uniquely vulnerable to their machinations. Only a ritual of renaming will give you a new personal truename. Once complete, the ritual of renaming gives the target a new personal truename that is known to the caster, the target, and everyone in attendance. Anyone who previously used research techniques to learn the target's personal truename will discover that the old truename doesn't work anymore. Truename Component: When you cast this spell, you must make a successful Truespeak check to correctly speak both the old personal truename of the creature you're renaming and the new personal truename. If you fail the check, the spell fizzles and you lose the XP.
(T:When you cast this spell, you must correctly speak the personal truename of the creature you're trying to warp)Target: One creature
Saving Throw: Fortitude negates, then Will partial - see text
Spell Resistance: Yes
Ululations and nonsense syllables cascade from your mouth as you intentionally mispronounce your enemy's truename. Your foe's flesh takes on a gelatinous state and starts to fuse together, forming a bloblike figure where your enemy once stood. This spell functions as polymorph, except that you change the subject into a horrid form as its features melt into only marginally recognizable protoplasm. The subject becomes an aberration with 10 Strength, 10 Dexterity, and 10 Constitution. Its new form has a slam attack appropriate for a creature of its size (1d6 damage if medium), a speed of 20 feet, and no other extraordinary or supernatural abilities. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, and loses its ability to cast spells (if it had the ability) for the duration of the spell. Regardless of the second save, the subject still retains its class and level (or Hit Dice), as
well as all benefits derived therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities. The subject has the same limbs it did before the warp truename spell, so it can still manipulate object and use equipment. The subject can still speak, albeit in a gurgling, pained voice. Incorporeal or gaseous creatures have immunity to warp truename, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action.