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Wizard: Truenamer/Invoker

THE METHODS OF TRUENAME MAGIC Truenames encompass reality in its entirety. Everything in the world, everything that ever was, and presumably everything that ever will be has a truename. Even the most wizened truename invoker doesn't know every word in the language of truenames -- or even most of them. While the grimoires of truename masters have thousands of truenames within them, truenames undoubtedly exist beyond their knowledge, truenames that await rediscovery through magical exploration and experimentation. Truenames are an entirely oral language. Merely writing down a truename has no particular power. Only speaking a truename aloud can reorder the universe -- assuming the speaker says the name properly. The language of Supernal is composed of hundreds of consonant sounds and thousands of delicately inflected vowels. The rhythm of the speech is likewise essential. A book might require several pages just to describe a single truename, because the speaker needs so much guidance in pronunciation. The language of Supernal is more than just a list of names. Most of the language consists of the truename equivalent of nouns compared to a handful of verbs. In terms of game effect, there's a truename for "orc," for "door," and for "sword." But from the truenamer's point of view, it's much more complex. There's a word for "orc berserker charging toward me," a word for "ironbound, locked wooden door with something unknown on the other side," and a word for " flame tongue longsword wielded by an ally."    Creo allows the truenamer to conjure or heal a creature or object whose true name they know. Intellego allows the truenamer to see or perceive a creature or object whose true name they know. Muto allows the truenamer to transform a creature or object whose true name they know.  Perdo allows the truenamer to destroy a creature or object whose true name they know. Instead of taking damage, the target vanishes from the multiverse for a number of rounds equal to the true namers level.  Rego allows the truenamer to control the creature or object whose true name they know. 
Invoker (True Name magic), wizard tradition True Speech At 2nd your wizard learns Supernal, and as long as you have at least one unexpended spell slot, anything you say is magically understood by anyone who hears it. When speaking Supernal you have advantage to Charisma checks and Charisma based skill rolls. Words of Power Starting at 2nd level when your apprentice wizard begins to learn elements of the celestial lexicon, becoming acquainted with a number of words of power equal to their  Intelligence modifier. There is a cost to uttering the words, the wizard must expend a spell slot, or suffer 1d6 necrotic and radiant damage. You also learn the vicious mockery cantrip and the command spell. At 4th level, and every even numbered wizard level, the invokers research pays off and they uncover another word of power, or two if they succeed on an Intelligence (Arcana) check with a DC of 30 - the number of words they have mastered. Invoking the Words Supernal sounds a lot like latin, the magical D&D version of latin anyway. In Supernal there are five action verbs can be invoked: creo, intellego, muto, perdo, and rego; and numerous truenames for various creatures or objects that can be affected by the five words of power but only if they are spoken aloud and invested with some of the invokers power: either life or spell energies must be sacrificed to fuel the words. There are two ways to handle in invocation: Method One: Spell a spell slot, and roll a Charisma (Arcana) check with a bonus of +2 for every additional level the slot is over 1st against a DC of 10 + the hit dice of the creature or +2 for each level of rarity if its a magic item. Failed perdo utterances deal a minimum of the invokers Intelligence modifier necrotic damage that ignores resistances. Creatures and magic items get to roll a save with a DC equal to the check result, and are affected only if they fail. PCs/NPCs can also spend an Inspiration point to negate an utterance used against them. Method Two: Spend the energy and the player utters an impressively enunciated latin phrase that counts as a success. If the DM or the other players hear: a stutter, or a mistake, or they laugh at the utterance then the effect fails. PCs/NPCs can also spend an Inspiration point to negate an utterance used against them. The effects of the words of power are somewhat free form, but they need to be agreed to before they are used by both the DM and the invoker. They can never deal or heal more damage than 10 x the invokers Intelligence score. They cannot kill outright (they can reduce a creature or object to 1 hp but no lower), and cannot be used on any particular target more than once per session. The effects should be equal to the spell slot sacrificed. Things they create aren't usually permanent, unless they sacrificed spell slot 8th or 9th level, instead their duration is dependent n the invokers concentration. Only one effect can be used at a time.
At 6th level, your invoker gains three Warlock invocations, and can learn a new invocation instead of a new word of power when they level up. At 10th level, your invoker knows when their name is spoken, and can scry on whomever said their name simply by concentrating. At 14th level, your invoker can attempt to invoke the words of power on a subject more than once a session, but each successive utterance risks breaking the fabric of reality, and ripping open a planar breach exposing creation to uncreation, the outer dark, the Far Realm or what is sometimes called Xorat. The changes made by the initial utterance cause reality to harden, and make it possible to break it, the base chance of breaking the infinite tapestry is 30% which is also cumulative so if the second utterance has a 30% of breaking a hole in the multiverse, the third utterance of the words on the same target has a 60% chance, the fourth a 90% chance, and the fifth utterance will blast open the gates of eternity; exposing the horrors from beyond time and space. For each level above 14th, an invoker advances the base chance is reduced by 5%