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The DragonQuest rules seem to leave out a bit regarding Naming Magics, by implying capabilities beyond those provided by the short spell list. Examples:
These rules expand the College of Naming Magics to fill in what's implied by these statements.
This talent gives the Namer brief and limited control over a natural object or being. The target must be an identifiable creature, plant, or thing that has a Generic True Name.
The base chance equals the Namer's Willpower. The following modifiers apply:
| Namer has never before encountered target's generic type | -25 |
| Namer does not know (has not learned) target's Generic True Name | -15 |
| Each Rank Namer has achieved with Generic True Name of object or non-sentient being | 2 |
| Each Rank Namer has achieved with Individual True Name of sentient being | 7 |
| Every 5 feet (after first 5) separating the Namer from the target | -5 |
| Each Rank the Namer has with this Talent | 4 |
| Non-living thing (neither plant nor animal) | 0 |
| Formerly living matter as part of an object | -5 |
| Formerly living entity (not including undead) | -10 |
| Living plants | -15 |
| Lower orders of living animals | -20 |
| Undead | -25 |
| Higher orders of living animals | -30 |
| Humans and most humanoids | -35 |
| Elves and other long-lived sentients | -40 |
The effects of each talent last for the duration of a single action or effect, to a maximum of 5 seconds (+5/Rank).
Living beings can actively or passively resist this Talent.
In general, when this Talent succeeds, the Namer causes the target to engage in a chosen natural activity. A boulder can crack or tip over, a vine can entangle, a tree can drop fruit or even a branch, a bird could fly to the Namer's shoulder, and so on. The Talent produces only natural or instinctive actions. The Namer could make a being nod off, sneeze, or feel an urge to urinate, but the Namer could not force a being to utter words or use a ranked (learned) ability.
Alternatively, the Namer could use this Talent to boost the success chance of some other activity. The Namer could weaken the wood of a door to make it easier to break down. A living target could become more susceptible to a sleep spell, or stand a better chance of having an affliction healed by a Healer. In each case, the Namer's net success chance is added to the success chance of the other action (if the Talent succeeds, that is).
The Talent is subject to backfire. In the event of a backfire, either the wrong effect occurs or the target becomes hostile toward the Namer (the more intelligent the being, the more hostile it becomes). If an attempt to boost some other action backfires, the Namer's success chance (if greater than 0) becomes a penalty on that other action.
This Talent has an experience multiple of 400.