All of this hinges of course on SirPercival approving the Spellfire Truenamer, as well as the normal hoops that truenamers have to jump through before you play them (Item Familiar, Paragnostic Assembly, etc)
On that note...
SirPercival:
An Item Familiar is a very valuable part of Truenaming, but people tend to freak out about the 10% bonus XP. I'm thinking we can just put the bonus XP back into the familiar for when I upgrade it to the greater silver tongue amulet later.
• Please take a look at the
Truenamer's Dirty Tricks and tell me if any of them need to be banned preemptively, although as the link says "None of it will let you measure up in power to any T1 or T2 caster who knows what they're doing", so I doubt a high-op campaign will have a problem with most of it.
I think the biggest deal would be "Hear My Words, O Dark Master!", but in the end it'd be sacrificing the Dark God's followers to weaken his hold on his "clubhouse", allowing minor miracles from my patron. It's still an evil act, which would slowly taint me I suppose, but I'm basically a religious extremist incognito in the chosen realm of an evil god, so I'm not exactly a saint.
For the item rebuilding trick: I intend to use this for low level utility potions, not skull talismans. If my team feels I'm not pulling my weight though, I'll check back with you about them (Not that I can make the talismans either way).