Deialog main info

## Deialog Main Information

This page explains each level of the Deialog, in both table and text formats.

Table of information and summary
 2
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 5
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 8
 9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20

### Keywords:

All-hear: no target, anyone who hears you will be affected. This includes you in echo-based locations

Tele-whisper: only target can hear the spoken spell words

Echo-spoken: word is repeated constantly by magical forces after first spoken

Spell prime: the spell prime are the words "power word" which must be said before spells in order to prime them, if you don't say "power word" before a spell then it does not work, this prevents accidental casting though possibly this intention could be controlled when you are a more experienced Deialog.

### starting equipment and proficiencies:

You start with a piece of memory paper that can help you remember one word, as so you don't forget it. You can rewrite the word once per day.

you also start with a dagger, and you know three languages of your choice.

you are also proficient with light armor, and wisdom and intelligence saving throws

your skill proficiencies are history and investiagtion

hit dice = d8

### Level 1:

Spell Casting:

Spell casting as a Deialog requires you have intelligence. Your spell save DC will be based on WIS however, and equals WIS mod + 8 + Prof. bonus. Your spell attack modifier is equal to INT mod + Prof. bonus. Spells require that the target hear you, as all of your spells are based around singular words that you say. It also require that the target understand you, for it to work.

However this means spells do not require somatic components to be casted.

another aspect of spell casting is while you know a lot of spells, you forget spells often, and therefore cannot use that spell that day, note that this is chosen at random by the DM by rolling a d20 a certain number of times (see table) and deciding what spells are forgotten for that day.

The player will not know what spells are forgotten until they try to use said spells. If you try to write spell words on anything other than memory paper, the paper will burn up.

As a bonus at level 1 you get a class ability called "recognize language," Recognize language can be used INT mod times per day, and requires an action. Recognize language immediately lets you recognize whatever languages a creature can understand. If the creature does not understand any language then it has a +2 modifier to spell AC and Saving throws against you.

Recognize language does NOT let you speak the language recognized unless you know it pre-emptively.

### level 3:

at level 3 you choose what sort of Power Word you want to specialize in, and eventually learn, the subclasses are named after a power word that best represents the class.

subclass page is here

### level 5:

at level 5, your recognize language ability is upgraded, this means that you can now use it as a bonus action, use it INT mod \* 2 times per day, and your next spell will be in that recognized language (by choice)

### level 10:

At level 10, you can control your intentions, you no longer need to say spell primers to cast spells, and can instead mentally control if you want to use the spell or simply say its name.

You also can modify three spells per day to have the Tele-whisper effect per long rest.

### level 14:

At level 14 you can gain the ability to modify 2 spells per day with the All-hear effect, note that All-hear will effect you if you hear an echo of the spell. You also gain an extra use of Tele-whisper

### level 17:

at level 17 you gain the ability to modify one spell per day with the Echo-spoken effect, you also gain an extra use of All-hear and Tele-whisper

### level 20:

at level 20 you gain a complete mastery of your art, you can modify every spell and class ability with any of the three effects, All-hear, Echo-spoken, and Tele-whisper an unlimited amount of times per day, you may also combine these effects at will.