Namer

Class Information
Namers are a peculiar form of magic user. They can stem from either the Hermetic or Eldritch traditions, though comers from both have a voracious appetite for knowledge. Their magic is based on a special form of spell called a Power Word.

Power Word: Unlike spells, Power Words do not act in a reliable fashion. A Namer with the word for Sleep might use it to put an enemy to sleep, or they might whisper it to calm an active volcano. The use is dependent on context and generally involves the Charm skills (Persuasion, Provoke, Command, Counsel).

Using a Power Word has a variable cost depending on the action taken, with the most common being one mental stress for simple actions. It is possible to accidentally injure oneself through their use. Performing a Power Word that will obviously injure the user requires a Will roll, in the same way that willingly choosing to break one's own arm might.

Example Power Words are listed below, though players may choose to create their own with GM approval:
 * Sleep
 * Mend
 * Slow
 * Darkness
 * Mirror

As a frame of reference:
 * One Mental Stress- Attempting to put a guard to sleep.
 * Two Mental Stress- Attempting to put an adrenaline-fueled in-combat guard to sleep.
 * Three Mental Stress- Attempting to put several guards to sleep.
 * Four Mental Stress- Attempting to put several adrenaline-fueled in-combat guards to sleep.