This is my go through of some of the truenamer powers trying to convert them to fourth. I should have them all done eventually but would like input on what I have so far before I continue going through their big list. After truenamers I want to mess around with shadowcasters.
True namers were designed as a utility class and I have attempted to keep that in mind. As you will see my approach is to give them powers that are minor actions. This is because most truenamer powers don't deal damage at all. This allows you to say your words while striking at your foes or doing whatever else.
Again, this is not fully done and I have many more levels of powers to go through and consider. My favorite classes come from Tome of Magic and Magic of Incarnum.
NOTE: you may only use one power in a turn. All powers without a range entry should be ranged 5 or 10 but I"m not sure what to give them. my primary reasoning is "should you be allowed to make an attack after this" when determining what should be minor/move/standard.
At Will Utterances
Defensive Edge - minor action - Grant Ally +1 to a single defense or an enemy -1 to a single defense until the start of your next turn.
Knights Puissance - minor action - Grant an Ally a +1 or an Enemy -1 to attack until the start of your next turn.
Universal Aptitude - minor action - Grant Ally a +1 or an Enemy -1 to a skill check until the start of your next turn.
Encounter "Attack" Utterances
ONE
Word of Nurturing Minor - Standard Action -
Choose One
1) Ally may spend a healing surge to gain regeneration 1 until the end of the encounter.
2) Enemy
Int vs Will
Hit: Enemy suffers ongoing damage 5 (save ends)
Temporal Twist - Minor Action -
Choose One
1) You or Ally gains a free attack on an adjacent enemy
2) Enemy
Attack: Int vs Will
Hit: Enemy is dazed until the start of your next turn
Strike of Might - Minor Action -
Choose One
1) You or Ally gains +2 to their first weapon damage roll made before the start of your next turn.
2) Enemy gains -1 to their first weapon damage roll made before the start of your next turn.
THREE
Fortify Item - Minor Action
Target: You or ally
Choose One
1) Effect: Target wearing armor may ignore the first critical hit made before the end of the encounter
2) Effect: Target wielding a weapon may score a critical hit on the first 19 rolled before the end of the encounter.
Accelerated Attack - Minor Action
Target: You or ally
Choose One
1) Effect: Target may shift 2 squares after hitting an enemy in melee until the start of your next turn.
2) Effect: Target may shift 2 squares after using a daily power before the start of your next turn.
Vision Sharpened - Minor Action
Target: You or ally
Choose One
1) Effect: Target gains benefit of the blind fight feet until the end of your next turn
2) Effect: Target is invisible until the end of your next turn or the target makes an attack
SEVEN
Agitate Metal - Minor Action
Target - Enemy with metal object
Attack: Int vs Fort
Hit: Choose one
1) Target takes ongoing 5 fire damage (save ends)
1) Target takes ongoing 5 cold damage (save ends)
Shockwave - Minor Action
Target: Enemies in Close burst 2
Attack: Int vs Ref
Hit: You may slide targets 1 square after which they are knocked prone
Miss: Targets are knocked prone
Breath of Cleansing - Minor Action
Choose One
1) Target: you or ally
Effect: Ally may make a save against any one effect
2) Target: Enemy
Attack: Int vs Fort
Hit: Enemy is dazed (save ends)
Miss: Enemy is dazed until the start of your next turn
THIRTEEN
Elderitch Attraction - Minor
Choose one
1) Target: One ally
Effect: Target may slide 8 Squares
2) Target: Enemy
Attack: Int vs Will
Hit:Slide target 8 squares
Miss: Slide target 4 squares
Daily "Attack" Utterances
ONE
Speed of the Zephyr - Minor Action -
Choose One
1) Target: You or Ally
Effect: Target may move 4 more squares on a move action until the start of your next turn
2) Enemy
Attack: Int vs Will
Hit: Enemy is slowed until the start of your next turn.
Perceive the Unseen - Minor -
Target: You or ally
Choose One
1) Effect: Target ignores effects of concealment until the start of your next turn
2) Effect: Target gains concealment until the start of your next turn.
Inertia Surge - Minor -
Choose One
1) Target: You or Ally
Effect: Target makes save against Slow or Immobilized.
2) Enemy
Attack: Int Vs Will
Hit: Enemy is Immobilized until the start of your next turn.
FIVE
Temporal Spiral - Minor Action
Choose One
1) Target: You or Ally
Effect: Target may shift 2 squares.
2) Target: Enemy
Attack: Int vs Will
Hit: Enemy is dazed (save ends)
Miss: Enemy is dazed until the start of your next turn.
Seek the Sky - Standard Action
Choose One -
1) Target: Ally
Effect: may spend a move action to fly 4 their next turn
2) Target: Airborn Enemy
Attack: Int vs Will
Hit: Must make a move action to descend on its next turn.
NINEIncarnation of Angels - Standard Action
Target: You or an ally
Choose one -
1) Effect: Target Gains an Angelic Presence until the end of the encounter. While not bloodied attacks against the target suffer a -2 penalty to hit.
2) Effect: (couldn't find a devil/demon ability to mimic)
Magic Contraction - Minor Action
Target: You or One Ally
Choose One
1) Effect: Targets next attack made before the start of your turn deals half again the fire, cold, electric, necrotic, or radiant damage that it would normally do.
2) Effect: Target ignores the next 20 points of elemental damage dealt before the start of your next turn.
FIFTEEN
Speed of the Zephyr, Greater - Minor Action -
Choose One
1) Target: You or Ally
Effect: Target may shift 1 square at the start of each of their turns until the end of the encounter.
2) Enemy
Attack: Int vs Will
Hit: Enemy is slowed (save ends)
Miss: Enemy is slowed until the start of your next turn
Energy Vortex - Minor Action
Ranged Burst 3
Target: Enemies
Choose an energy type Acid, Cold, Fire, or Electric
Effect: All squares within the burst own deal 2d6 damage of the selected type to any enemies who start their turn in them or move through them until the start of your next turn.
Utility Powers
TWO
Silent Caster - Daily - Minor
Choose One
1) You or Ally makes no noise until the start of your next turn
2) Enemy
Int vs Will
Hit: Target is deaf until the start of your next turn.
Hidden Truth - Daily - Minor
You or Ally gains +4 to a knowledge or bluff check until the start of your next turn.
SIX
Shield the landscape - Daily - Standard
Range - close burst 4
Effect: Anywhere in the the area you may add or remove cover until the end of the encounter.
Suppress Weapon - Encounter - Encounter - Minor
Target - One item within range
Effect: All energy properties of the item are suppressed until the end of the encounter. Any creature touching the item may make a save at -3 to end this effect early.
TEN
Transform the Landscape - Encounter - Standard
Range - close burst 4
Effect: Anywhere within the area you may add or remove difficult terrain in the area until the end of the encounter
True namers were designed as a utility class and I have attempted to keep that in mind. As you will see my approach is to give them powers that are minor actions. This is because most truenamer powers don't deal damage at all. This allows you to say your words while striking at your foes or doing whatever else.
Again, this is not fully done and I have many more levels of powers to go through and consider. My favorite classes come from Tome of Magic and Magic of Incarnum.
NOTE: you may only use one power in a turn. All powers without a range entry should be ranged 5 or 10 but I"m not sure what to give them. my primary reasoning is "should you be allowed to make an attack after this" when determining what should be minor/move/standard.
At Will Utterances
Defensive Edge - minor action - Grant Ally +1 to a single defense or an enemy -1 to a single defense until the start of your next turn.
Knights Puissance - minor action - Grant an Ally a +1 or an Enemy -1 to attack until the start of your next turn.
Universal Aptitude - minor action - Grant Ally a +1 or an Enemy -1 to a skill check until the start of your next turn.
Encounter "Attack" Utterances
ONE
Word of Nurturing Minor - Standard Action -
Choose One
1) Ally may spend a healing surge to gain regeneration 1 until the end of the encounter.
2) Enemy
Int vs Will
Hit: Enemy suffers ongoing damage 5 (save ends)
Temporal Twist - Minor Action -
Choose One
1) You or Ally gains a free attack on an adjacent enemy
2) Enemy
Attack: Int vs Will
Hit: Enemy is dazed until the start of your next turn
Strike of Might - Minor Action -
Choose One
1) You or Ally gains +2 to their first weapon damage roll made before the start of your next turn.
2) Enemy gains -1 to their first weapon damage roll made before the start of your next turn.
THREE
Fortify Item - Minor Action
Target: You or ally
Choose One
1) Effect: Target wearing armor may ignore the first critical hit made before the end of the encounter
2) Effect: Target wielding a weapon may score a critical hit on the first 19 rolled before the end of the encounter.
Accelerated Attack - Minor Action
Target: You or ally
Choose One
1) Effect: Target may shift 2 squares after hitting an enemy in melee until the start of your next turn.
2) Effect: Target may shift 2 squares after using a daily power before the start of your next turn.
Vision Sharpened - Minor Action
Target: You or ally
Choose One
1) Effect: Target gains benefit of the blind fight feet until the end of your next turn
2) Effect: Target is invisible until the end of your next turn or the target makes an attack
SEVEN
Agitate Metal - Minor Action
Target - Enemy with metal object
Attack: Int vs Fort
Hit: Choose one
1) Target takes ongoing 5 fire damage (save ends)
1) Target takes ongoing 5 cold damage (save ends)
Shockwave - Minor Action
Target: Enemies in Close burst 2
Attack: Int vs Ref
Hit: You may slide targets 1 square after which they are knocked prone
Miss: Targets are knocked prone
Breath of Cleansing - Minor Action
Choose One
1) Target: you or ally
Effect: Ally may make a save against any one effect
2) Target: Enemy
Attack: Int vs Fort
Hit: Enemy is dazed (save ends)
Miss: Enemy is dazed until the start of your next turn
THIRTEEN
Elderitch Attraction - Minor
Choose one
1) Target: One ally
Effect: Target may slide 8 Squares
2) Target: Enemy
Attack: Int vs Will
Hit:Slide target 8 squares
Miss: Slide target 4 squares
Daily "Attack" Utterances
ONE
Speed of the Zephyr - Minor Action -
Choose One
1) Target: You or Ally
Effect: Target may move 4 more squares on a move action until the start of your next turn
2) Enemy
Attack: Int vs Will
Hit: Enemy is slowed until the start of your next turn.
Perceive the Unseen - Minor -
Target: You or ally
Choose One
1) Effect: Target ignores effects of concealment until the start of your next turn
2) Effect: Target gains concealment until the start of your next turn.
Inertia Surge - Minor -
Choose One
1) Target: You or Ally
Effect: Target makes save against Slow or Immobilized.
2) Enemy
Attack: Int Vs Will
Hit: Enemy is Immobilized until the start of your next turn.
FIVE
Temporal Spiral - Minor Action
Choose One
1) Target: You or Ally
Effect: Target may shift 2 squares.
2) Target: Enemy
Attack: Int vs Will
Hit: Enemy is dazed (save ends)
Miss: Enemy is dazed until the start of your next turn.
Seek the Sky - Standard Action
Choose One -
1) Target: Ally
Effect: may spend a move action to fly 4 their next turn
2) Target: Airborn Enemy
Attack: Int vs Will
Hit: Must make a move action to descend on its next turn.
NINEIncarnation of Angels - Standard Action
Target: You or an ally
Choose one -
1) Effect: Target Gains an Angelic Presence until the end of the encounter. While not bloodied attacks against the target suffer a -2 penalty to hit.
2) Effect: (couldn't find a devil/demon ability to mimic)
Magic Contraction - Minor Action
Target: You or One Ally
Choose One
1) Effect: Targets next attack made before the start of your turn deals half again the fire, cold, electric, necrotic, or radiant damage that it would normally do.
2) Effect: Target ignores the next 20 points of elemental damage dealt before the start of your next turn.
FIFTEEN
Speed of the Zephyr, Greater - Minor Action -
Choose One
1) Target: You or Ally
Effect: Target may shift 1 square at the start of each of their turns until the end of the encounter.
2) Enemy
Attack: Int vs Will
Hit: Enemy is slowed (save ends)
Miss: Enemy is slowed until the start of your next turn
Energy Vortex - Minor Action
Ranged Burst 3
Target: Enemies
Choose an energy type Acid, Cold, Fire, or Electric
Effect: All squares within the burst own deal 2d6 damage of the selected type to any enemies who start their turn in them or move through them until the start of your next turn.
Utility Powers
TWO
Silent Caster - Daily - Minor
Choose One
1) You or Ally makes no noise until the start of your next turn
2) Enemy
Int vs Will
Hit: Target is deaf until the start of your next turn.
Hidden Truth - Daily - Minor
You or Ally gains +4 to a knowledge or bluff check until the start of your next turn.
SIX
Shield the landscape - Daily - Standard
Range - close burst 4
Effect: Anywhere in the the area you may add or remove cover until the end of the encounter.
Suppress Weapon - Encounter - Encounter - Minor
Target - One item within range
Effect: All energy properties of the item are suppressed until the end of the encounter. Any creature touching the item may make a save at -3 to end this effect early.
TEN
Transform the Landscape - Encounter - Standard
Range - close burst 4
Effect: Anywhere within the area you may add or remove difficult terrain in the area until the end of the encounter