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Legends - Magic
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===NOMENCLOMANCY=== '''Spellcasting Skill:''' High Wizardry '''Prime Attribute:''' Intellect '''Casting Spells:''' Nomenclomancy know of the true name of things, spoken in the tongue of gods and dragons, can command much power. They know the spells that allow them to use these names against their enemies. Aside from the initiate level name-detection spells, Nomenclomancy requires the caster to know a target’s true name to affect it. '''Initiate:''' An Initiate of Nomenclomancy can sense the given-name of any person, and guess their true name with a little study and thought. They can’t yet use this power, but it is a solid foundation. '''Adept:''' An Adept can know the Named, for example predicting how someone will think or act, or learning information about their past or their life. '''Master:''' A Master can use summon the Named to him (though the Named has to travel under his own power), or forbid the Named from entering a certain area. He can take advantage of the weaknesses of the Named (adding casting successes to any dice pool against the Named, for example attacking, mental conflicts, or social interaction. '''Archmage:''' An Archmage can change the true Name of things or people, and through this subtly change who or what they are. For example, a willow tree that has its name changed to an oak tree will likely grow oak leaves and acorns from then on. Drastic changes (for example renaming a man so that he becomes a tree) may reverse themselves naturally, as things are quite resilient, but there will generally be at least some period of alteration. An Archmage can also rename himself.
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