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tg0027 - Ars Lingua
tg0027 - Ars Lingua
All rights reserved. No part of this book may be reproduced or transmitted in any form or by any
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storage or retrieval system without written permission of the publisher, except for the inclusion of
brief quotation in a review or as laid out by the terms of the Open Gaming License (OGL) version
1.0.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used
according to the terms of the d20 System License version 6.0. A copy of this License can be
found at www.wizards.com/d20. Requires the use of the Dungeons & Dragons, Third Edition
Core Books, published by Wizards of the Coast, Inc. This product utilizes updated material from
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the Coast, Inc. in the United States and other countries and are used with permission.
Author’s Note: This entire product is Open Game Content (OGC) and is governed by the Open
Gaming License (OGL) version 1.0.
Die Göttliche Komoedie, by Dante Alighieri is from a public domain source and can be read at
Authorama Public Domain Books (http://www.authorama.com/goettliche-komoedie-1.html)
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TABLE OF CONTENTS
Introduction ............................................................................3 Power Word Deafen ........................................................ 21
Optional Speak Language Rules .............................................4 Power Word Heal ............................................................ 22
A New Twist on an Old Skill ............................................4 Power Word Shatter ........................................................ 22
Language Skill Changes ....................................................4 Power Word Wither ........................................................ 23
Skills and Feats.......................................................................6 Tantrum........................................................................... 23
New Skills ..............................................................................6 Magic Items.......................................................................... 24
Profession (Cryptographer) ...............................................6 Potions............................................................................. 24
Profession (Translator) ......................................................7 Wands ............................................................................. 24
Read/Write Language ........................................................7 Wondrous Items .............................................................. 24
Speak Language ................................................................8 Babel Fish .................................................................. 24
Use Signal Device .............................................................9 Barker’s Cane............................................................. 24
New Feats ...............................................................................9 Enigma Engine........................................................... 24
Arcane Linguist .................................................................9 Enigma Lantern.......................................................... 25
Babble .............................................................................11 Parrot Choker............................................................. 25
Baleful Voice...................................................................11 Prism of Translation................................................... 25
Bilingual ..........................................................................11 Propaganda Poster...................................................... 25
Charming Voice ..............................................................11 Communication .................................................................... 26
Cryptanalyst ....................................................................12 Verbal Communication......................................................... 26
Distracting Voice.............................................................12 Dialects............................................................................ 26
Divine Linguist................................................................12 Slang ............................................................................... 27
Faux Linguist...................................................................12 Accent ............................................................................. 27
Get the Gist......................................................................12 Pidgin .............................................................................. 28
Gift of Gab ......................................................................12 Creole .............................................................................. 29
Great Communicator .......................................................13 Nonstandard Language.................................................... 30
Natural Linguist...............................................................13 Nonverbal Communication................................................... 30
Penetrating Voice ............................................................13 Writing ............................................................................ 31
Read Body Language ......................................................13 Body Language ............................................................... 32
Righteous Voice ..............................................................13 Gestures........................................................................... 33
Sergeant’s Voice..............................................................13 Sign Language................................................................. 33
Sonorous Voice ...............................................................14 Codes............................................................................... 34
Soothing Voice ................................................................14 Signals............................................................................. 35
New Equipment ....................................................................14 Pheromones ..................................................................... 35
Spells ....................................................................................16 Dead Languages ................................................................... 36
Updates to Existing Spells ....................................................16 Prestige Classes .................................................................... 37
New Spells............................................................................17 Linguist ........................................................................... 37
Analyze Speech ...............................................................18 Rune Master .................................................................... 42
Babel ...............................................................................18 Updated Potion Table ........................................................... 49
Decipher ..........................................................................19 Updated Wand Table ............................................................ 51
Diatribe............................................................................19 Updated Minor Wondrous Item Table.................................. 53
Encipher ..........................................................................19 Updated Medium Wondrous Item Table .............................. 54
Glossolalia.......................................................................20 Updated Major Wondrous Item Table .................................. 55
Indoctrinate......................................................................20 Updated Mundane Treasure Table........................................ 56
Mute ................................................................................21 OPEN GAME LICENSE Version 1.0a ................................ 57
Parrot Tongue ..................................................................21
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Introduction
Auf halbem Weg des Menschenlebens fand ich mich in einen finstern Wald verschlagen,
Weil ich vom rechten Weg mich abgewandt. Wie schwer ist’s doch, von diesem Wald zu
sagen,Wie wild, rauh, dicht er war, voll Angst und Not; Schon der Gedank’ erneuert noch
mein Zagen. Nur wenig bitterer ist selbst der Tod; Doch um vom Heil, das ich drin fand,
zu künden,Sag’ ich, was sonst sich dort den Blicken bot. Nicht weiß ich, wie ich mich
hineingewunden,So ganz war ich von tiefem Schlaf berückt,Zur Zeit, da mir der wahre
Weg verschwunden. Doch bis zum Fuß des Hügels vorgerückt,Der an dem Ende lag von
jenem Tale,Das mir mit schwerer Furcht das Herz gedrückt,Schaut’ ich empor und sah,
den Rücken maleIhm der Planet, der uns auf jeder Bahn Gerad zum Ziele führt mit
feinem Strahle.
How many people can read the above paragraph? This is the opening to Die Göttliche
Komoedie (The Divine Comedy) by Dante Alighieri, and for those who don’t recognize it,
the language is German. If you’ve had some schooling in German, maybe a couple of
years in high school, or spent some time in Germany, you might be able to read the
paragraph, or at least some of it. If you’ve picked up German from watching old war
movies, you might be able to pick out a few words. Even if you speak no German, you
should be able to pick out the German words that are closely related to their English
counterparts, such as Angst (Anger).
Unless you are fluent in German (either from being born and raised in Germany or from
many years spent studying the language) chances are you may not be able to determine
what all the words mean. You might be able to get the gist of what is being said from
what words you do know, but if you were asked to translate the paragraphs into English,
could you do it?
Language is probably one of the greatest of Human inventions and probably one of the
oldest. There are over 7,000 distinct languages spoken on Earth, and over 39,000
alternate language names and dialects (not counting Klingon, Tolkien’s Elvish, and other
science fiction and fantasy languages). Language allows Humans to effectively
communicate with one another (when two people speak the same language) or can lead to
embarrassing or even dangerous situations (when two people don’t speak the same
language). We use it to order pizza, write love letters, make laws, or seal international
treaties. Language has also caused wars and allowed people to be exploited and
manipulated because they did not know the local language or dialect. Language both
divides people and brings people together.
In the fantasy world, as in real life, the ability to communicate effectively with those
around you is an important part of a PCs daily life. Through language, a PC can barter for
magic items, negotiate terms for their next mission, or plead with a dragon to not become
its next meal. However, the current rules for the Speak Language skill in the PHB do not
allow for the reality of language. A single skill point represents the ability to fluently
speak, read, and write any given language. While this allows for speedy game play, the
intricacy (and reality) that different languages or dialects offer is lost with the current
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This book sets out to adjust the rules on language. We offer an optional rule for the Speak
Language skill that adds some realism to the skill, and still allows for ease of game play.
We include skill descriptions and three new feats for languages. We also provide some
alternate ways to liven up the Speak Language skill, even if you choose to not use the
optional rules we present. In addition, we have included two prestige classes that are
designed to be used specifically with our optional Speak Language rules.
1
National Assessment of Adult Literacy (NAAL) website – http://nces.ed.gov/NAAL/index.asp
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Intimidate, and Sense Motive skill checks when dealing with creatures whose
Native Language the PC is fluent in.
2. The key ability for both skills is Intelligence and both skills are trained only. See
the Speak Language and Read/Write Language skill descriptions below.
3. Characters do not automatically know Common.
4. At character creation, a player determines what the character’s Native Language
is. The Native Language is determined by the race of the character. For example,
if Jill creates an Elven character, then the Native Language for that character is
Elven. If a character is of mixed heritage (Half-Elf, Half-Orc), the player selects
one language (either by choosing randomly, or based on character background) to
be the Native Language. If Dan creates a Half-Elf character, he would have to
choose between Common and Elven for his characters Native Language; he
couldn’t use both as his Native Language.
5. Each character purchases ranks in Speak Language and Read/Write Language to
represent the fluency of the character in that language.
a. For the Native Language, the character will automatically receive a
number of ranks equal to the characters’ Intelligence attribute score in
both Speak Language and Read/Write Language. In the case of illiterate
characters, such as barbarians, the character will only receive ranks in
Speak Language.
b. The character may learn a number of additional languages equal to his/her
Intelligence Modifier.
c. The character receives a number of skill points to spend on the additional
languages equal to his/her Intelligence attribute score. These points may
only be spent on languages, and can be spent to improve the characters’
Native Language skills as well.
6. Spells that affect a characters ability to speak or read another language, such as
comprehend languages or tongues are altered to read that the targeted creature
becomes fluent (has 20 ranks) in the language of the creature touched. This
fluency conveys the same skill synergy as being non-magically fluent.
Example: John is creating Gharn Deepvein, a 1st level Dwarven fighter. Gharn has an
Intelligence of 14, giving him an Intelligence modifier of +2. Since Gharn is a Dwarf, his
Native Language is Dwarven, so John places 14 ranks in Speak Language: Dwarven and
14 ranks in Read/Write Language: Dwarven. Gharn’s total skill in Dwarven is 16 (14
ranks +2 for his Intelligence modifier). Gharn has an Intelligence modifier of +2, so he
can learn 2 additional languages. Gharn gets a number of points equal to his Intelligence
attribute score (14) to spend on these additional languages. John knows Gharn will spend
a lot of time with Humans, so he decides to spend 5 points on Speak Language: Common
and 5 points on Read/Write Language: Common. With his remaining 4 points, John
decides to go for something unusual, and spends all 4 points on Read/Write Language:
Abyssal. If he chooses to, John may also spend any of his other skill points during
character creation on increasing Gharn’s existing language skills, but he cannot add any
other languages unless his Intelligence modifier increases.
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Option: Depending on Gharn’s background, the GM can decide how many of the 14
points can be applied to the Native Language skills. If Gharn was raised in a town and
had access to education, then all 14 ranks could be applied to both Speak and Read/Write
skills; if Gharn was raised in a hard working village with no access to education, then the
GM could decide that Gharn only has 5 ranks in Read/Write Language: Dwarven.
New Skills
Key
Skill Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Untrained Ability
Profession
Cc cc cc cc cc cc cc cc C cc C No Wis
(cryptographer)
Profession
Cc C cc cc cc cc cc cc C cc C No Wis
(translator)
Read/Write
Cc C C C C C C C C C C No Int
Language
Speak Language C C C C C C C C C C C No Int
Use Signal Device Cc cc cc cc cc cc cc cc C cc cc No Int
You can also use your skill in more limited ways to send messages by signal device,
encipher or decipher a single message, or other activities. The following table shows
sample DCs for a cryptographer’s basic skills:
DC Examples
10 Encipher a short (less than 50 words) message in simple code.
12 Send a short (less than 50 words) message by signal device.
Encipher a medium length (50 to 100 words) message in simple code or short
15
message using a complex code.
16 Send a medium length (50 to 100 words) message by signal device.
Send a long (over 100 words) message by signal device, encipher a long simple
20
code, or encipher a medium length complex code.
25 Encipher a long (over 100 words) complex code.
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To decipher a coded message the check is made as an opposed check versus the opposing
cryptographer’s encipher check.
Action: A single check generally represents a week of work. Sending a message using a
signal device or enciphering or deciphering a message can take one round for a short
message or several minutes for very long messages. For most signal devices or
encryptions/ decryptions you can send 10 words per round with the device.
Try Again: Varies. An attempt to use a Profession skill to earn an income cannot be
retried. You are stuck with whatever weekly wage your check result brought you.
Another check may be made after a week to determine a new income for the next period
of time. An attempt to accomplish some specific task can usually be retried. For using
signal devices or enciphering messages, if you know that you have made a mistake, you
can resend the message. Usually, some signal is sent to tell the receiver of the message
that a mistake was made and the message will be sent again. For deciphering messages,
you cannot make a second attempt. If you make an error you are not aware of it and you
will decode the message incorrectly, possibly getting erroneous information.
Restriction: A character must have at least one skill point in Speak Language (Codes) to
be able to take ranks in this skill. If you are using the optional language rules, the one
skill point must be in Read/Write Languages (Codes).
Synergy: A PC with at least 5 ranks in the Decipher Script skill receives a +2 synergy
bonus to any Profession (cryptographer) checks.
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Read/Write
DC Examples
5 Read/Write simple phrases: “See Spot run.”
10 Read/Write intermediate phrases: Notes and letters, diaries.
15 Read/Write complex phrases: Literature, poetry.
Read/Write technical works: Steps for making a potion. Reading a
20
magical scroll in a language different from your Native Language.
Decipher ancient writings: Reading the runes over a tomb or reading a
25
‘dead’ language.
The GM typically makes the skill check so you cannot tell whether you are reading or
writing the document correctly.
Try Again: Yes, but you must be aware of an error to make another attempt.
Synergy: A PC with at least 5 ranks in the Decipher Script skill receives a +2 synergy
bonus to any attempts to read or write a language.
Speak
Language
DC Examples
5 Understand simple phrases: “¿Dónde está el cuarto de baño?”
Understand conversations: Asking for directions or talking about the
10
weather.
15 Understand slang. “They were hanging around.” Speaking a dialect.
Understand the nuances of language. Knowing differences between to,
20
two, too and so, sew, sow. “The boar was quite a bore.”
Understanding technical terms. Describing a potion to an alchemist. Using
25
military terminology. Speaking a ‘dead’ language.
The GM typically makes the skill check so you cannot tell whether you are speaking
accurately.
Try Again: Yes, but you must be aware of an error to make another attempt.
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New Feats
Arcane Linguist (Metamagic)(Optional)
Your studies of ancient languages allow you to enhance spells with verbal components.
Prerequisites: Int 15, any metamagic feat
Benefit: You may make a Speak Language check as a free action when casting a spell
that has a verbal component. On a successful check, you may apply the effects of a
metamagic feat that you possess to the spell being cast, with no adjustment to the spell’s
level or casting time, as per the table below:
Example: Narien Goldswallow has the Maximize Spell feat. He wants to use his Arcane
Linguist ability when casting a fireball spell to try to maximize the effects of his fireball
without making the spell a 6th-level spell. He casts fireball as a 3rd-level spell and makes
a Speak Language check with a DC of 25, since the Maximize Spell feat uses up a spell
slot three levels higher than the spell being cast. If the check is successful, the fireball is
maximized as though it were affected by the Maximize Spell feat, with no adjustment to
the spell’s level or casting time. If the check fails, the spell fails.
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You must decide prior to making the check which metamagic feat you are attempting to
apply to the spell. Only one metamagic feat may be attempted on each spell cast, and
you must already possess the metamagic feat that you are attempting to apply.
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Babble (General)(Optional)
You have a unique talent for being able to continuously talk about nothing.
Prerequisites: Int 13, Gift of Gab
Benefit: You never seem to stop talking. As a result, you are distracting to those around
you, especially spellcasters. At any time, if you are within 30 feet of a spellcaster that is
attempting to cast a spell, you may make a Speak Language skill check as a free action
and consult the table below:
On a result of 25 or higher, your constant chatter forces the spellcaster to make the a
Concentration skill check at the listed DC or lose the spell. On a result of less than 25,
you were not distracting enough to warrant a Concentration skill check by the spellcaster.
Special: You receive a –3 circumstance penalty to Move Silently skill checks. On a
successful Will save (DC 15), you can stop talking and negate this penalty for one round.
You must make a Will save each round you wish to remain quiet, but the DC of the
attempt is increased by 1 for each successive round.
Bilingual (General)(Optional)
You grew up around family and friends who spoke a different Native Language than your
own.
Benefit: Choose one (1) additional native language. You receive a number of ranks equal
to your Intelligence attribute score in both Read/Write Language and Speak Language for
this language.
Special: This feat can only be taken at character creation and may only be taken once.
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receives a +5 bonus on its Sense Motive check. If the target’s check fails, the target’s
attitude becomes friendly (as per the charm person spell). If the target’s check is
successful, the attempt fails.
Cryptanalyst (General)
You have a very analytical mind that can quickly sort out codes.
Prerequisite: Int 15
Benefit: You receive a +2 bonus to the Use Signal Device and Profession
(Cryptographer) skills. If using the optional rules on languages you also receive a +2
bonus to Read/Write (Codes).
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Benefit: You receive a +3 linguistic bonus on checks made to influence the attitude of an
NPC.
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New Equipment
Aldis Lamp: This is a simple lantern, onto which a shutter has been affixed. When the
shutter is opened and closed the light flashes on and off in a coded pattern. Usually an
aldis lamp is used to send a simple substitution code, though more complex codes can
also be sent. An aldis lamp can only be read by a person standing in the line of sight of
the device and objects (walls, trees, etc.), fog, or bad weather (rain or snow) can limit or
block visibility of the lamp. Under optimal conditions, an aldis lamp can be easily seen at
a distance of one mile. A skilled aldis lamp operator can send a coded message at the rate
of one character per second. If the shutters are locked open, an aldis lamp functions as a
normal bullseye lantern. Cost: 20 gp. Weight: 4 lb.
Bilingual Dictionary: This dictionary contains the words of one language with a brief
definition and gives the corresponding word in another language along with the phonetic
pronunciation. For example, bilingual dictionaries might include Common to Elven,
Gnome to Gnoll, or Dwarven to Undercommon. Possessing a bilingual dictionary gives a
+2 equipment bonus when making skill checks for the second language. (The bonus from
the use of a bilingual dictionary stacks with that of a phrase book and vice versa.) A
person does not need to have any skill points in the second language to benefit from the
dictionary. It takes a full round action to look up one entry in a bilingual dictionary, so it
is best used in non-combat situations. Cost: 5 gp. Weight: 1 lb
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Cipher Box: It is thought that Gnomes produced the first cipher box with their talent for
mechanical objects and practical jokes. They saw it as a way of fooling people into
thinking they were typing gibberish. A cipher box is a fairly large object, about three feet
square and one foot in height, that translates plain text into code. A person operates a
cipher box by typing a plain text message on keys set in the box. A series of mechanical
gears then pick seemingly random letters that are determined by a ‘key gear’ to produce
the coded message. Conversely, when the appropriate ‘key gear’ is placed in the cipher
box and a coded message is typed into it, the plain text message is printed out. The
message is typed onto a piece of parchment or other paper using small printer’s blocks.
Cipher boxes have been manufactured in every known alphabet and most operate on the
same principle. Enciphering a message on a cipher box takes 1 minute for a medium (50
character) sentence. A message coded on a cipher box has a DC 30 to be broken. If a
person has a similar cipher box and possesses the correct ‘key gear’ then the translation
automatically succeeds. Craft (Metalworking) DC 15 and Use Signal Devices DC 25 to
make. Cost: 250 gp. Weight: 25 lb.
Cipher Pad: A cipher pad is a booklet of pre-written codes that is usually made in pairs.
On each page, a random character is substituted for a character in the alphabet. A person
coding a message locates the plain text character and substitutes the coded character in
the message. This is a slow process and usually, each page in the pad is used only once.
This makes the cipher pad nearly impossible to break. Cipher pads are usually printed on
special paper that can quickly burn, be destroyed by water, or be eaten so that the codes
can be easily destroyed. Encoding a message on a cipher pad takes 1 minute for a short
(20 character) sentence. A message coded on a cipher pad cannot be broken unless the
person possesses the identical cipher pad to the one used to create the code. A person
using an identical cipher pad can decode a message in the same time it took to code it.
Cost: 100 gp for each pad created. Weight: 0.5 lb.
Multilingual Dictionary: This dictionary contains the words of one language with a
brief definition and gives the corresponding word in all the languages that share a
common alphabet, along with the phonetic pronunciation. A multilingual dictionary
might include Common to Aquan, Elven, Sylvan, and Undercommon. Possessing a
multilingual dictionary gives a +2 equipment bonus when making skill checks for the
second language. (The bonus from the use of a multilingual dictionary stacks with that of
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Ars Lingua Habiger/Kissee
a phrase book and vice versa.) A person does not need to have any skill points in the
unspoken languages to benefit from the dictionary. It takes a full round action to look up
one entry in a multilingual dictionary, so it is best used in non-combat situations. Cost: 10
gp. Weight: 2 lb
Phrase Book: This book contains a listing of simple, commonly used phrases in the
specified language, along with phonetic pronunciation, and a translation of the phrase
into the known language. Phrase books have been written for every language. A phrase
book typically only contains the parent language (the language of the reader) and the
target language (the language that is trying to be translated). Possessing a phrase book
gives a +2 equipment bonus to skill checks to use the targeted language. (The bonus from
the use of a phrase book stacks with that of a bilingual dictionary and vice versa.) A
person does not need to have any skill points in the second language to benefit from the
phrase book. It takes a full round action to look up one entry in a phrase book, so it is best
used in non-combat situations. Cost: 5 gp. Weight: 1 lb
Semaphore Flags: This is a pair of simple flags, either 2, 4, or 6 feet square, and colored
either red with a white square center or white with a red square center. The flags are used
by holding them in one of three positions to indicate letters of the alphabet. A skilled
operator can send a signal using the flags at the rate of three characters per round. A
person reading the flags must be in line of sight of the flags. Obstacles, poor visibility due
to weather, and darkness can interfere with reading semaphore flags. Under optimal
conditions, a person can read semaphore flags at a distance of 1,000 feet. Cost: 10 gp.
Weight: 5 lb.
Thesaurus: This book contains a list of words and gives words with similar, related, or
opposite meanings. Thesauruses exist for every language. Possessing a thesaurus gives a
+1 equipment bonus to skill checks that involve the language of the thesaurus. (The
bonus from the use of a thesaurus stacks with that of a dictionary and vice versa.) A
person does not need to have any skill points in the language to benefit from the
thesaurus. It takes a full round action to look up one entry in a thesaurus, so it is best used
in non-combat situations. Cost: 5 gp. Weight: 1 lb
Spells
Alter Self: … If the new form is capable of speech, you can communicate normally,
however, you do not gain any native languages the new form may normally possess. Your
Speak Language and Read/Write Language skills remain unchanged. You retain any
spellcasting ability you had in your original form, but the new form must be able to speak
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Ars Lingua Habiger/Kissee
intelligibly (that is, speak a language) to use verbal components and must have limbs
capable of fine manipulation to use somatic or material components…
Charm Person: … You must speak the person’s native language (at least 1 rank) to
communicate your commands, or else be good at pantomiming.
Command: You give the subject a single command, which it obeys to the best of its
ability at its earliest opportunity. You must speak the subject’s native language.
Enthrall: … To cast the spell, you must speak in the audience’s native language or sing
without interruption for 1 full round. Thereafter, those affected give you their undivided
attention, ignoring their surroundings. …
Magic Mouth: …The message, which must be twenty-five or fewer words long, can be
in any language known by you and can be delivered over a period of 10 minutes. You
must make a Speak Language skill check for any language in which you are not fluent or
which is not your native language. The mouth cannot utter verbal components, use
command words, or activate magical effects…
Suggestion: You influence the actions of the target creature by suggesting a course of
activity (limited to a sentence or two). You must be able to speak the target creature’s
native language, or a language the target creature has at least 1 rank in, for the spell to
work. The suggestion must be worded in such a manner as to make the activity sound
reasonable…
Tongues: This spell grants the creature touched fluency (20 ranks) in the native language
of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject
can speak only one language at a time, although it may be able to understand several
languages…
Ventriloquism: …You can speak in any language you know. The spell does not impart
any additional competency in the language(s) you speak. With respect to such voices and
sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory
(but still hears it).
New Spells
These spells are built upon the complexity that language offers us. Many organizations,
from rogue’s guilds to governments and military organizations, often employ spellcasters
who specialize in many of these spells to help secure their communications or to sow
confusion among their enemies.
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Analyze Speech
Divination
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature per caster level
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You discern knowledge about a person by analyzing their speech. Each round, you may
examine a single creature that is speaking and is within line of sight as a free action. You
can determine where a person is from, geographically, and can determine if a person is
attempting to mask their nationality by using an accent or dialect. While the spell is in
effect you receive a +2 circumstance bonus to Sense Motive skill checks when dealing
with the targeted person.
Arcane Focus: A tuning fork.
Babel
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Clr 3, Sor/Wiz 4
Components: V, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 2 creatures/caster level, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Save: Will negates
Spell Resistance: Yes
Your spell creates a confusion of language among the targets. Each targeted creature
must make a Will saving throw or lose the ability to speak or understand their native
language and any other languages they may know. Their language(s) is replaced by one
randomly determined language from the table below and each creature affected by the
spell knows a different language, making communication among the affected creatures
nearly impossible. (If a roll comes up twice for different targets, roll again.) This may not
keep the targets from continuing their previous course of action, but in large melees it
means that orders, commands, and other verbal instructions cannot be made between the
targets.
Additionally, affected targets cannot cast spells with verbal components or activate magic
items with command words unless the spell or command word happens to be in the
randomly assigned language the creature is given. (A spellcaster is assumed to cast spells
using their native language unless another specific magical language is used in your
game.) Telepathic and non-verbal (such as sign language) communication is not affected
by this spell.
Arcane Focus: a multilingual dictionary.
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Decipher
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 minute
Range: Touch
Target: One coded message 250 words or less in length
Duration: Instantaneous
A messaged that is coded reveals its true meaning to you when touched. When the spell is
completed a single message of 250 words or less (1 page) will transform from
indecipherable code to clear text. The clear text appears in the native language the code
was originally written in, so a message coded with an Elven code will be transformed into
plain Elven. This spell does not grant you the ability to read languages that you do not
know.
Arcane Material Component: a piece of graphite and a small piece of rubber.
Diatribe
Enchantment (Compulsion) [Language Dependent, Mind-Affecting]
Level: Brd1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One humanoid creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You unleash a verbal barrage of abuse, criticism, and violent speech at the target. On a
failed save the target is shaken for the duration of the spell. You must be able to speak the
target’s native language.
Encipher
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2
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Components: V, S, M/DF
Casting Time: 1 minute
Range: Touch
Target: One message 250 words or less in length
Duration: Instantaneous
A message written in plain text is encoded with a complex substitution code. When the
spell is completed a single message of 250 words or less (1 page) will transform from
plain text to a complex substitution code. A person attempting to decipher the coded
message must make a Profession (cryptographer) skill check versus a DC of (10 + caster
level + your ranks in Profession (cryptographer)). The encoded message is still in the
same language as the original plain text, so a message written in Dwarven is transformed
into a Dwarven code.
Arcane Material Component: a piece of graphite and a small piece of rubber.
Glossolalia
Divination
Level: Brd 2, Clr 3, Sor/Wiz 3
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No
The targeted creature speaks ‘in tongues’, using semantically meaningless syllables to
communicate. The target creature is unaware that it is speaking in tongues, and all
creatures that hear the targeted creature can understand the creature if they have an
Intelligence score of at least 3 no matter what language they speak. (Effectively, each
creature hears the target as if he were speaking in that creature’s native language.) The
spell does not give the target creature the ability to understand any language that he does
not already know.
Arcane Material Component: a parrot’s tongue
Indoctrinate
Enchantment (Compulsion) [Language Dependent, Mind-Affecting]
Level: Brd 5, Clr 3, Sor/Wiz 5
Components: V, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./level)
Target: One humanoid creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This enchantment makes a humanoid creature regard you as its trusted friend and ally
(treat the target’s attitude as friendly). If the creature is currently being threatened or
attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
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The spell allows you to give the indoctrinated creature simple commands as though it
were under the effects of a suggestion. It will even follow commands that might cause
harm to the creature, though obviously suicidal commands allow the creature another
save to break the spell with a +5 bonus. Any act by you or your apparent allies that
threatens the indoctrinated person allows that person another save to break the spell with
a +5 bonus. You must speak the person’s native language to communicate your
commands.
Mute
Enchantment (Compulsion)
Level: Brd 1, Clr 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One creature/ 2 levels (max 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The targeted creature is struck dumb, unable to speak or utter any sound. A successful
Will saving throw negates the effect. A creature affected by the spell cannot speak or
make any verbal noise. Verbal communication by the targeted creature is impossible, and
the creature cannot cast spells with verbal components or activate magic items with
verbal commands.
Parrot Tongue
Transmutation
Level: Brd2, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Personal
Duration: 10 min/level
You are able to mimic another person’s voice. You must have previously heard the voice
at least once to be able to mimic it. While the spell is in effect you sound like the person
you are mimicking. When cast in conjunction with a disguise you receive a +10 bonus to
your Disguise skill check. This bonus stacks with any other bonuses you might receive;
such as from the spell alter self.
Arcane Material Component: Parrot feather.
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smashed into dozens of pieces by the spell. Objects weighing more than 2 pounds per
your level are not affected, but all other objects of the appropriate composition are
shattered. Alternatively, you can target power word shatter against a single solid object,
regardless of composition, weighing up to 20 pounds per caster level. Targeted against a
crystalline creature (of any weight), power word shatter deals 2d8 points of sonic damage
per caster level, with a Fortitude save for half damage.
Tantrum
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One humanoid creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
With this spell you cause the target creature to enter an irrational fit of crying, screaming,
defiance, and a resistance to every attempt at pacification in which even physical control
is lost. The tantrum will manifest itself in one of the following ways. Roll on the table to
randomly determine the type of tantrum:
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A character in a tantrum that can’t carry out the indicated action does nothing but cry
uncontrollably. Attackers are not at any special advantage when attacking a character in a
tantrum unless otherwise indicated. Any character in a tantrum that is attacked
automatically attacks its attackers on its next turn, as long as it is still in a tantrum when
its turn comes. Note that a character in a tantrum will not make attacks of opportunity
against any creature that it is not already devoted to attacking.
Magic Items
Updated magic item tables are at the end of the book.
Potions
Potion Glossolalia Price: 375 gp.
Potion Mute Price: 75 gp.
Potion Parrot Tongue Price: 375 gp.
Wands
Wand of Mute Price: 750 gp.
Wand of Tantrum Price: 4,500 gp.
Wondrous Items
Babel Fish: This is a fish carved from abalone, about two inches in length with an open,
sucker-shaped mouth. When the babel fish is placed against a person’s ear it attaches
itself to the ear. This does not hurt the person, and does not interfere with normal hearing.
The babel fish translates all spoken language into the person’s native language, including
dialects, accents, and non-standard languages. The babel fish can even translate archaic
or dead languages when they are spoken. A person can attach or remove the babel fish as
a move-equivalent action, which does not provoke attacks of opportunity.
Faint Transmutation; CL 5th; Craft Wondrous Item, tongues; Price: 30,000 gp.
Barker’s Cane: This is a simple wooden cane; about three feet long and curved back on
itself at one end. It is typically painted a bright color, and can be adorned with precious
gems or metals. Three times per day a person can activate the cane’s magic by saying
“Step right up!” The speaker must make a DC 20 Speak Language check in the
audience’s native language. If the check fails, the audience cannot be affected by the
speaker for 24 hours. On a successful check the speaker can then proceed to enthrall the
crowd as the spell, speaking for up to an hour. A creature can make a Will save, DC 16,
to negate the effect of the spell. At the end of the duration, or the end of the speech if it
lasts for less than an hour, the speaker can make a suggestion to the crowd. A successful
Will save, DC 16 negates the suggestion, but a person that failed the enthrall save
receives a –2 penalty to the suggestion save.
Faint Enchantment; CL 5th; Craft Wondrous Item, enthrall, suggestion; Price: 21,557 gp.
Enigma Engine: This is a wooden box about one foot square and six inches tall. The box
has two slots, one on the left side and one on the right. Magical runes and other symbols
are carved into the box. When a piece of paper with plain text is placed in the slot on the
left hand side of the box, it comes out on the right side having been converted to a
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complex substitution code in the same native language as the original message. A person
can attempt to decode a message created by the enigma engine with a Profession
(cryptographer) DC 25 skill check. When a piece of paper with coded text is placed in the
slot on the right hand side of the box, it comes out on the left side having been decoded.
The decoded message is in the same native language as the coded message, so a person
may still be unable to read the message if they do not speak the language.
Faint Transmutation; CL 5th; Craft Wondrous Item, decipher, encipher; Price: 20,000 gp.
Enigma Lantern: This is a simple aldis lamp that has been magically enhanced to send
coded messages. A person holding the lantern merely has to think of a message they want
to send and the enigma lantern automatically encodes the message in a moderate code
and sends it by moving its shutters. A person can attempt to decode a message sent by an
enigma lantern with a Profession (cryptographer) DC 20 skill check. A person holding an
enigma lantern and that sees a coded message (whether it was sent by an enigma lantern,
a normal aldis lamp, or other signal device) automatically has the message decoded and
communicated to them telepathically.
Faint Transmutation; CL 3rd; Craft Wondrous Item, decipher, encipher; Price: 12,000 gp.
Parrot Choker: This fine necklace fits snugly about the neck and is made from parrot
feathers and set with an opal. When worn, the parrot choker can alter the wearer’s voice
to mimic any other person’s voice they have heard at least once. When used in
conjunction with a disguise, the choker provides a +10 circumstance bonus to the
Disguise skill check.
Faint Transmutation; CL 5th; Craft Wondrous Item, parrot tongue; Price 10,000 gp.
Prism of Translation: This is a simple piece of rock crystal quartz that has been cut into
a prism. When the prism is placed upon a page and the command word is spoken it will
translate the words on the page into a different language. The user must specify the
language to be translated to when speaking the command word. This allows multiple
people who read different languages to benefit from the prism.
Faint Divination; CL 3rd; Craft Wondrous Item, comprehend languages; Price: 5,400 gp.
Propaganda Poster: This is a large poster about 2 ft. by 3 ft. in size. The poster
generally has a specific image and a suggestive text in the native language of the intended
audience. Anybody who reads the poster must make a DC 14 Will save or be subject to
the spell suggestion. The message written on the poster conveys the suggestion in the
spell. A person who succeeds on their save cannot be affected by the poster again for 24
hours. A person who fails the save will react to the suggestion, but will be unaffected by
subsequent readings of the poster for 48 hours. Religious organizations and governments
have used such posters to sway the population toward a desired attitude. Wealthy
merchants have found the posters to be useful to get customers to buy their specific goods
or products. A propaganda poster can suggest anything, as long as the suggestion is not
obviously harmful to the reader.
Faint Enchantment; CL 5th; Craft Wondrous Item, suggestion; Price: 15,000 gp.
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Communication
Communication can take many forms. The two most common forms utilized in D&D are
speaking and reading/writing. Both forms are cornerstones for communicating with
others and are critical for a PCs survival. But in a world where even commoners can
speak several languages with the application of a few skill points, keeping your
communications a secret can be difficult, if not outright impossible.
This section offers enhancements to the normal Speak Language skill as defined in the
PHB. These enhancements can also be applied to the optional rules we presented earlier
in this book on the Speak Language skill.
The two forms of communication mentioned above, speaking and reading/writing, can
more easily be classified as verbal and non-verbal communication. We will look at each
of these classifications and present new ‘languages’ for your character to learn.
Verbal Communication
Long before the first alphabets and written communication, Humans had created many
complex and dynamic languages. The spoken word still plays an important part in our
lives, but over time, languages change. English, for example, has been changed and
mutated through time and distance. George Bernard Shaw said, “England and America
are two countries separated by the same language.” Even in the land that is the birthplace
of the English language, it is rare to hear the Queen’s English spoken. Within the United
States, there are distinct and noticeable differences in how English is spoken. We may
still understand each other now, but given time, new languages will be created here.
Here are some ways to expand the speak language skill. These can be used as ‘new’
spoken languages a character may learn. Or, they can be used to distinguish one form of a
single language from a different form of the same language.
Dialects
Dialects are a variety of a language used by people from a geographic area. They have
their own vocabulary and grammar. A language can be a dialect solely because it is not
recognized as a literary language. Or, speakers of the language may not have a formally
recognized geopolitical boundary of their own or because the language lacks prestige.
In your world, you might create different dialects of languages. Wood Elves might speak
one dialect of Elvish, while Gray Elves speak another. A Human living along the coast
may speak a different dialect of Common than a Human living in the mountains.
Characters who speak a dialect of a language may understand some of another dialect,
but not everything.
Game Rules: Treat dialects as separate languages that share a common alphabet. A
dialect of Elven is different from normal Elven. The dialect should be represented by
placing the dialect name in parentheses after the native language, such as Elven (Wood
Elf) to represent a Wood Elf dialect of the Elvish language. A character who speaks a
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dialect can understand a conversation spoken in a different dialect of the native language
by making a successful Intelligence check of DC 12.
Optional: Treat a dialect as a separate language with its own skill points. A character who
speaks a dialect has a - 2 adjustment to their Speak Language skill check to understand a
conversation spoken in a different dialect of the native language. Conversely, a person
speaking a dialect is harder to understand, so the DC to determine what they are saying
increases by 2.
Sample Dialects: Elven (Gray Elf), Elven (Wood Elf), Dwarven (Duergar), Dwarven
(Deep Dwarf), Halfling (Tallfellow), Gnome (Svirfneblin), Common (Coastal), Common
(Mountain), Common (Forest).
Slang
Slang is the non-standard use of common words or the creation of new words. The use of
slang is aimed at excluding certain people from conversations. Slang can be fairly simple
or complex. Cockney Rhyming Slang is an example of a very complex form of slang.
In your world, different groups may create slang to use in place of their standard
language. A rogue’s guild might create a slang language to keep the authorities unaware
of their illegal activities. A band of pirates might have a special slang language to keep
the location of their island base and treasure a secret. It might be possible that a small
region might evolve a form of slang as their normal speech pattern.
Game Rules: Slang is an offshoot of the native language it was built upon. Slang in the
Common tongue is different from Elven and Dwarven slang. A character who speaks
slang is usually more difficult to understand unless the listener also speaks the same
slang. Denote slang by giving the slang name in brackets after the native language, such
as Dwarven [mine slang] for a slang language used by Dwarven miners. A person
speaking slang can be understood by making a successful Intelligence check of DC 12.
Optional: Treat slang as variation from the native language. A character speaking in slang
increases the DC to be understood by 2.
Sample Slang: Dwarven [mine slang], Common [rogue slang], Elven [forest slang],
Gnome [alchemy slang], Common [fighter slang], Common [merchant rhyming slang].
Accent
Accents mark a speaker as a member of a group by the pronunciation of a standard
language. Having an accent can mark a person as being from a particular region or social
class and can have a social stigma. A person who speaks with a Southern Drawl or a
Prairie Twang is identified as being from a particular region and is usually (though
erroneously) assigned a particular stereotype based on the way they speak. Accents can
also identify a person whose native language is not the one they are speaking, such as a
person from France speaking English with a French accent.
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Accents can be used to distinguish characters in your game from different geographic
regions. Dwarves from the high mountains might have a different accent than Dwarves
living in the Iron Hills. Some accents may be so thick (image a thick Scottish or Irish
accent) that other speakers of the same native language might have difficulty
understanding the speaker. Accents may also be used when characters try to speak a
language different from their native language. An Elf might speak Common with an
Elvish accent, while an Orc might have an Orcish accent when speaking Dwarven.
Game Rules: Accents can be a variation of the native language. In this way they are
usually regional in scope. Other speakers of the same native language usually understand
a character with an accent unless that person’s accent is really thick. Denote an accent by
labeling ‘accent’ in braces after the native language, such as Halfling {accent} or Gnome
{strong accent}. People who speak the native language can understand a character
speaking with an accent without difficulty. A character must make an Intelligence check
of DC 12 to understand a person speaking in a strong accent.
Accents may have other game effects such as marking a character as being from a
particular area. This might be useful for a spy to learn if they are trying to fit into a
region, or may lead to stereotyping of the speaker. A person speaking in a language that
is not their native language is probably speaking with an accent of their native language.
In these situations, a person listening in can usually detect the accent (Intelligence check
DC 10). This knowledge may have no other effect than identifying the speaker as an
outsider, but may have other game effects if the GM decides that this knowledge is
important.
Optional: Treat accents as a variation of the native language. Other speakers of the
language can understand a character speaking in an accent. A character speaking in a
strong accent increases the DC to be understood by 2. Unless a person speaks a non-
native language fluently (20 ranks) then they speak with an accent of their native
language.
Pidgin
Pidgin languages are known as contact languages. They are any language created, usually
spontaneously, out of a mixture of other languages. This is often done as a means of
communications between speakers of different languages. Pidgin languages are always
improvised with rudimentary grammar and a restricted vocabulary.
In your world, a group of merchants or sailors might create a pidgin language to allow
them to speak with other races when the two groups do not share a common language.
A pidgin language may also be created between two races where they live close together,
such as a community of Humans living on the fringes of a region controlled by Gnolls.
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Game Rules: A pidgin language is a separate language from other languages, and it
shares vocabulary from two different languages. A person who speaks one of the
languages used to create the pidgin language can usually understand most of the pidgin
language and is mostly understood by a speaker of the pidgin language. A person who
speaks only the pidgin language can be partially understood by speakers of the two parent
languages and can partially understand those speakers in return.
To denote a pidgin language you can either combine the names of the two parent
languages to create a new name (for example, Gnocom for a pidgin of Gnoll and
Common) or you can label the language as pidgin with the parent languages in brackets,
such as Pidgin [Gnoll/Common]. A speaker of the pidgin language can understand
speakers of the parent language on an Intelligence check of DC 10. A speaker of one of
the parent languages can understand a speaker of the pidgin language on an Intelligence
check of DC 15. If a character speaks both of the parent languages they can understand a
speaker of the pidgin language on an Intelligence check of DC 5.
Optional: Treat a pidgin language as a separate language with its own skill points. A
speaker of the pidgin language receives a +2 bonus to understanding a speaker of either
one of the parent languages. A person speaking one of the parent languages receives a +2
bonus to understanding the pidgin language.
Sample Pidgin Languages: Gnocom (Gnoll and Common), Comlin (Common and
Goblin), Orcmon (Orc and Common), Dracven (Draconic and Elven), Dwaorc (Dwarven
and Orc), Goboll (Goblin and Gnoll).
Creole
When a pidgin language is spoken by a group of people long enough to become a native
language it is called a creole language. The creole language is a fully developed language
with a proper grammar and vocabulary structure. Often, the language has evolved enough
from the parent languages that a speaker of one or both of the parent languages may not
be able to understand a speaker of the creole language.
In your campaign setting, a community of people from two races living next to each other
for many years, such as a group of Human farmers and a band of Hobgoblins, might
create a creole language between Common and Goblin. A creole language may also
develop as a type of trade language that combines many different languages together and
has been around long enough to become the native language for many people.
Game Rules: A creole language is a separate native language that is formed from two or
more parent languages. The creole language has evolved enough that the speakers of the
parent languages may not understand the creole language. A creole language is usually
given its own name, sometimes as a mix of the name of the parent languages. The
language can be denoted as a creole language by putting creole in braces after the
language name along with the names of the parent languages. A person speaking a creole
language is speaking a different language. A person speaking one of the parent languages
can understand a person speaking the creole language only on an Intelligence check of
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DC 20. A person speaking all of the parent languages can understand a person speaking
the creole language only on an Intelligence check of DC 15.
Optional: Treat the creole language as a separate language with its own skill points. A
person speaking one of the parent languages receives a +2 bonus to understand the creole
language. A person speaking all of the parent languages receives a +4 bonus to
understand the creole language. A person with creole as their native language receives a
+2 bonus to understanding the parent languages.
Nonstandard Language
A nonstandard language is a language that is so different from what is considered normal
for grammar that it is difficult for non-native speakers to understand and speak. The
speaker may think in a different manner than other people, or may possess different body
parts that are used to make sounds that most humanoids cannot repeat. These languages
usually develop among races that are very different from standard humanoids or by
highly isolated cultures.
In your campaign, a race that uses a nonstandard language may speak in metaphor; using
metaphorical phrases to represent concepts, actions, and other grammatical constructs.
This race might say, “as the reed blows in the wind” to mean “dodge”. Other races may
speak only in the third person, or only in the present tense.
Game Rules: A nonstandard language is a unique native language that is different from
any other language. It may have its own alphabet and certainly has its own rules of
grammar. It is usually so different that a person speaking in a nonstandard language is
usually thought to be babbling and incoherent by ‘normal’ people. A person speaking a
nonstandard language can only be understood by making an Intelligence check of DC 30.
Conversely, a speaker of a nonstandard language can only understand a ‘normal’
language on an Intelligence check of DC 30.
Optional: Treat the nonstandard language as a separate language with its own skill points.
A person who speaks a nonstandard language as their native language receives a –5
penalty on any language skill checks to communicate with a speaker of a standard
language. A speaker of a standard language receives a –5 penalty on any language skill
checks to communicate with a speaker of a nonstandard language.
Nonverbal Communication
The best known form of nonverbal communication is the form you are reading right now,
the written word. The earliest form of written language is the cuneiform writing from the
Middle East nearly 7000 years ago, but the earliest forms of nonverbal communication
probably extend back to the earliest days of the Human species. There are many different
forms of nonverbal communication that can convey vital information, including body
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language, codes, and gestures. One of the most used forms of nonverbal communication
in the 19th and 20th Centuries was Morse Code. Developed by Samuel Morse and Alfred
Vail in 1835, Morse Code sends an electrical signal coded with a series of dits and dahs
(dots and dashes). The first message sent by Morse Code was between Baltimore and
Washington DC and said, “What hath God wrought!”
Nonverbal communication can be as important as, or even more important than, verbal
communication. Conveying information rapidly, and in silence, can often be the
difference between life and death. The following are different examples of nonverbal
communication that can be used in conjunction with the Speak Language skill to enhance
your game.
Writing
Writing goes back at least 5,000 years to Egyptian hieroglyphs dated to around 3,200
BCE. Writing is the inscribing of characters with the intention of forming words and
other constructs that represent language or record information. Most writing can fall into
one of four broad categories: logographic, syllabic, alphabetic, and featural. Logographic
writing uses a character to represent a word, such as in the Chinese language. Syllabic
writing uses a set of symbols to represent syllables. This is common in Japanese and
Cherokee writing. An alphabet uses a small set of symbols to represent a phoneme (a unit
of sound) in a language. An alphabet may only include the consonants and represent
vowels with optional diacritics. In others, the vowels are indicated by modifying the
shape of the consonants. The Latin alphabet you are reading here is one example. A
featural script indicates the building blocks for phonemes that make up the language. All
the similar sounding phonemes may share a common element. The Korean Hangul script
is an example of a featural script.
Writing can be performed in a left to right or right to left fashion, or can be written
vertically. Some languages, Egyptian hieroglyphs for example, can be written and read in
all these fashions.
In your world, writing will play a prominent role in the everyday lives of characters.
Even characters who are illiterate must deal with writing systems even if they can’t read
them. The Speak Language skill lists the alphabets used for each of the core languages.
You may decide that certain languages might use a different type of writing. High Elves,
for example, might use an alphabet that is written left to right, while Wood Elves might
use a similar alphabet written right to left. You may decide to alter the alphabets so that
Gnolls, for example, use a logographic form of writing, using a single character to
represent a word. Deciding some basic questions about a races style of writing will add
depth to your campaign, and can affect how your players react to new languages or being
placed in foreign lands.
Game Rules: If you decide to incoprorate the different writing categories into your game
you should notate the type of category in a short description of the language. An Elven
language that uses a syllabic form of writing would be described with the language and
the descriptor in brackets after the name. For example, Elven [syllabic]. For no reason
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other than an alphabet-centric view point, the use of an alphabet is considered the normal
form of writing a language. If a language uses one of the other categories for their writing
they are considered to be harder for a person who is not a native speaker to read. Use the
following table to determine the DC increase for attempts to read or write the language,
such as for a Decipher Script skill check:
Writing Style
Characters Being Read.
Native Language
Writing Style Alphabetic Syllabic Featural Logographic
Alphabetic 0 +2 +2 +4
Syllabic +2 0 0 +2
Featural +2 0 0 +2
Logographic +4 +2 +2 0
Optional: When recording the language for the Read/Write Language skill record the
writing style in brackets after the language. Use the following table to determine the DC
increase for a character using the Read/Write Language skill:
Writing Style
Characters Being Read.
Native Language
Writing Style Alphabetic Syllabic Featural Logographic
Alphabetic 0 +2 +2 +4
Syllabic +2 0 0 +2
Featural +2 0 0 +2
Logographic +4 +2 +2 0
Body Language
Body language is a form of communication using body movement instead of, or as a
complement to, sounds, verbal communication, or other communication. A shrug, nod of
the head, flinch of the eye, or waving of the hands are all forms of body language. We
use body language everyday to subconsciously ‘read’ others and this influences our
attitude toward people. Some people might argue that body language is so important to
communication that we couldn’t communicate without it.
In your world, body language may be a normal part of everyday communication of which
most people are unaware. Some races or groups may rely on body language more than
others and may have developed a unique language of body movements to supplement or
supercede their verbal communication.
Game Rules: A character that is skilled in reading body language can handle situations
where communication is critical. A PC with body language as one of their languages
receives a +2 language bonus to Bluff, Diplomacy, Gather Information, Intimidate, and
Sense Motive skill checks. Different races, species, and creatures have different body
forms. The bonus provided by being skilled in reading body language is negated when
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dealing with creatures of a type different than yours. So a Human with body language as
one of their languages can receive the bonus when dealing with other humanoids, but not
when dealing with dragons, outsiders, or other creature types. The language can be
denoted as a body language by putting the creature type in braces after the language
name.
Optional: Treat body language as a separate language. A character with at least 5 ranks in
body language receives a +2 synergy bonus to Bluff, Diplomacy, Gather Information,
Intimidate, and Sense Motive skill checks. A character that is fluent (20 ranks) in a body
language skill receives a +5 synergy bonus to Bluff, Diplomacy, Gather Information,
Intimidate, and Sense Motive skill checks. The same restrictions on creature types apply
to this synergy bonus.
Gestures
A type of body language, a gesture is a form of nonverbal communication made with part
of the body and used instead of verbal communication. Gestures can convey simple or
complex meanings by forming the hands, feet, face, or other body parts into a specific
shape or movement. Less complex than true sign language, gestures are often used to
emphasize a point or express a strong feeling or thought. A single gesture can often
convey in one movement what would take an entire paragraph to say. Making the Sign of
the Cross, rolling ones eyes, drawing a finger across your throat, or holding up two
fingers with your palm facing away from you (the ‘V’ sign) are all examples of gestures.
In your world, gestures might have a social context. Some could be taboo, or insulting. A
race or a region might have particular gestures to insult others, or to intimidate people. A
gesture in one region might mean ‘hello’ while the same gesture in another region could
mean ‘your mother is an Orc’ (or something even more insulting).
Game Rules: Gestures are not a true language, but supplement the normal
communication for a race or people. A character with knowledge for a race or region
might know which gestures are offensive and which are not. A successful Knowledge
(local) or Knowledge (geography) skill check (DC 15) can give a character a +1 bonus to
Bluff, Diplomacy, or Intimidate skill checks when using gestures in that area.
Sign Language
Sign language uses manual communication instead of sound to convey meaning. Sign
language differs from gestures in its complexity. It is as rich and complex as any spoken
language. Sign languages vary from region to region and are usually not based on the
local spoken language.
Sign language in your world may develop for use by deaf individuals where magic cannot
cure their ailment. Sign language may also develop among elite military organizations or
among secret societies for communication. Other individuals, especially rogues, may
learn sign language as a means for silent communication.
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Game Rules: Sign language can be as varied as spoken language. Treat each form of
sign language as a separate language. A character that has a form of sign language as a
known language is able to communicate to others that know the same form of sign
language without using sound. Sign language is unable to be used to communicate in
total darkness (unless both speakers have darkvision). It cannot be used to communicate
in magical darkness.
Optional: Treat each form of sign language as a separate language with its own skill
points. A person who knows one form of sign language receives a +2 skill bonus to being
able to speak other forms of sign language.
Codes
Codes are rules for converting a piece of information into another form or representation.
Codes can be simple substitutions of characters or complex mathematical algorithms.
Morse Code is probably the most well known code, with its dits and dahs being used to
make simple substitutions for the English alphabet. Military and Intelligence
organizations have long used codes to be able to transmit vital information without an
enemy being able to learn what is being said. Using scientific notation, shorthand, or
other characters to represent words and phrases is another form of code.
Characters in your world might create codes to be able to send messages so that others
cannot read them. Alternatively, they could create codes that can be used to transmit
information over long distances, such as Morse Code. Dwarven miners might create a tap
code for communicating within mines, while Elves might use a similar code that sounds
like woodpeckers tapping on trees to send vital information across a forest.
Game Rules: Codes are a variation on a written language. Codes are usually built using
the written language as a base and creating a substitution for characters in the alphabet.
Treat codes as a separate written language based on a native language. Knowing the
native language does not mean a person knows the code. A communiqué written in code
can only be read by a person who knows the code, or who has the key to the code. Even
then, if a code is deciphered, it may be in a native language that the reader cannot read.
Denote these codes as the code name with the native language in brackets. A code can be
totally separate from a native language. These are often sound codes used to
communicate in secret or pass on vital information only to those who know the code.
Denote these types of code languages with the code name and include code in the name,
or in brackets after the name.
Optional: Treat codes as a separate Read/Write language. Knowing one type of code does
not give you insight to other codes. Knowing the native language upon which a code is
built also does not give any insight into the code.
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Sample Code Languages: Dash Code [Common] (uses dots and dashes as character
substitution), Sylvan Shorthand [Sylvan], Mine Code [tap/bell code], Woodpecker Code
[tap code], Alchemist Notation [Gnome substitution code], Drum Code [musical beat
code], Goblin Cipher [Goblin substitution code].
Signals
Signals are devices used to transmit nonverbal messages. Signals can be used to send
coded or uncoded messages. Some types of signaling devices include:
• Semaphore – Uses black, movable wooden arms to indicate letters. Often set up
on towers to transmit messages over long distances.
• Naval Semaphore – Uses hand-held flags or paddles to communicate between
ships at sea and between ships and shore.
• Smoke Signals – Created by covering a fire with a blanket and generating a puff
of smoke. Smoke signals create a non-standardized code not easily translated.
• Beacons – One of the simplest signaling devices, beacons are fires lit to attract
attention. They are often associated with a pre-arranged meaning.
• Aldis Lamp – A lamp with shutters that are opened and closed to create a code.
Aldis lamps are fairly secure and can be used to communicate silently over long
distances.
Game Rules: Since signals are devices for transmitting messages, they are not a
language, but are used for communication. To use a signal device correctly, a person
must be trained in using the correct device and know a language that can be transmitted
by the device. To use a device a character must make either a Use Signal Device or
Profession (cryptographer) skill check (see new skills above). A successful check means
that the message was sent without error. Anyone aware of the signal must make an
opposed Use Signal Device or Profession (cryptographer) check to read the signal.
In your world, you may have types of signals other than the ones listed above. In a world
of magic it might be possible to use spells and towers to repeat messages. Elves may
create signal devices to resemble tree branches that would seem to be just swaying in the
breeze, but are really sending a coded message. Drow might use a shuttered lamp that
does not emit visible light but can be used to send signals to other Drow.
Pheromones
Pheromones are chemicals produced by a creature that transmit a message to other
members of the same species. Such messages might include signals of alarm, food, sex,
and others. Bees are some of the best known creatures that use pheromones to
communicate the location of food to other members of the hive. The ant is another
creature that uses pheromones to communicate. Many animals use scent to indicate
receptiveness for mating or to determine the health of other members of the group.
In your campaign, creatures with the scent ability might use pheromones to be able to
communicate with other members of their race. This would allow members of the race to
securely communicate with each other.
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Game Rules: Characters with the scent ability receive an automatic language of
pheromone. This language can be used to communicate with other members of the same
race. A creature with the scent ability that is of a different race may be able to detect the
pheromones given off by a creature, but will not be able to understand what is being said.
Characters without the scent ability can never learn a pheromone language. A character
with the scent ability that spends a lot of time training their nose may be able to get the
gist of a pheromone conversation, but will never be able to understand the entire story. A
character with the scent ability can make an Intelligence check (DC 20) to be able to get
the basics of a pheromone conversation. If the pheromones contain strong language, like
fear, anger, etc. the DC drops to 15.
Optional: Treat pheromones as an automatic native language for races with the scent
ability. Like the spoken native language, the pheromone language receives a number of
ranks equal to the character’s Intelligence score. There is no Read/Write skill associated
with a pheromone language. The character cannot learn a second pheromone language,
and characters without the scent ability can never learn a pheromone language. A creature
with a pheromone language receives a +2 bonus to be able to understand another
pheromone language. This bonus increases to +5 for strong messages like fear and anger.
Dead Languages
Language is not restricted to the here and now. There are many languages that have been
spoken in the past and are no longer used. Some of these language deaths can come from
the death of the people who spoke the language. Many Native American languages were
on their way to death before the resurgence in learning these languages. Other languages,
like Latin, are all but dead, used only in very limited circumstances. Until the French
uncovered the Rosetta Stone in Egypt, ancient Egyptian hieroglyphics were considered a
dead language. Mayan hieroglyphs were similarly dead until recent discoveries allowed
archeologists and linguists to be able to translate them. Other languages mutate over time,
so that pronunciations, spelling, grammar, and meanings can change through the years.
Most modern speakers of English would have a hard time reading and understanding Old
English.
In a fantasy world, there are opportunities for hundreds of dead languages. Maybe the
Elves spoke a more archaic form of Elven several thousand years ago and today most
Elves wouldn’t recognize the language of their ancestors if they heard it. Ancient
Dwarves may have used hieroglyphs or runes very different from what they use today.
Peoples whose civilizations died out long ago probably had very different languages from
what your characters speak.
These dead languages can crop up everywhere in your campaign. From the curse or
warning over the door to the ancient tomb written in an archaic rune, to the papyrus scroll
written in the dead language of a long forgotten people, these dead languages can add
realism to your campaign. You might also replace some of the languages with a dead
language. Druidic may be an ancient form of Elven that nobody remembers today except
for the druids. Magical writing may take the form of a dead language, and you might
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require all wizards to have as one of their languages this dead language otherwise they
cannot cast spells.
Game Rules: Dead languages are given their own language and alphabet, which a
character must spend skill points to learn. If your world has a dozen dead languages, a
character can spend a skill point to learn any one language, but must spend points to learn
each of the dead languages separately. A character who speaks a dead language receives
a +2 synergy bonus to Gather Information or Knowledge checks when dealing with that
language.
Optional: Treat a dead language as a separate language in which a character can add
ranks for Speak Language and/or Read/Write Language. A character attempting to speak,
read, or write in the dead language can make a skill check to succeed at the attempt. A
successful check grants the character a +2 synergy bonus to Gather Information or
Knowledge checks when dealing with that language.
Sample Dead Languages: Archaic Elven, Old Common, Gnura (an ancient Gnoll
language), Drach (the ancestral form of Draconic), Kodin (also called the First Language,
the language of magic and required learning for all wizards).
Prestige Classes
Linguist
An expert in verbal communication, the linguist is fluent in several languages and many
times studies ancient or dead languages for the pleasure of learning a new language. They
are experts at the spoken word, and know that the spoken word can have almost magical
qualities when harnessed properly. They use their mastery of language to command
others, speak with the dead, and even cause death. A linguist spends her time learning
new languages and studying the deeper meanings and nuances of already known
languages.
Bards, clerics and rogues benefit the most from becoming linguists. Sorcerers and
wizards can also benefit, but their focus on the written word usually leads them to
become rune masters. Other classes can become linguists, but generally do not benefit as
much from doing so. Clerics benefit by being able to spread the word of their deity to a
wider audience. Bards usually become linguists to learn new songs, poems, or stories or
to be able to sing or perform in different languages. Rogues that are linguists will
generally become spies, selling the information they learn to the highest bidder.
Linguists are always studying new languages and often work as interpreters. Linguists
like to travel as this exposes them to new languages. Many take to adventuring to
discover ancient or unknown languages that they can add to their repertoire.
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Requirements:
Speak Languages: Minimum of 10 ranks in four languages.
Skill Focus: Any one Speak Language skill.
Feats: Must have either the Negotiator or Persuasive feats.
Weapon/Armor Proficiencies: Linguists are proficient with all simple weapons. They
are not proficient with any type of armor or shields.
Speak with Animals/Plants (Ex): At 1st level, the linguist gains the ability to speak with
animals and plants. This ability is as the spells speak with animals and speak with plants.
The linguist can use each of these abilities 3x/day.
Speak with Dead (Ex): At 2nd level, the linguist can communicate with the dead once
per day as per the spell speak with dead.
Fluent (Ex): Beginning at 3rd level and every two levels thereafter (5th, 7th, 9th, etc.) the
linguist is able to fluently speak in 1 language already known to the linguist. The linguist
need only have 1 rank in the Speak Language skill for that language. The linguist
automatically rises to 20 ranks in the Speak Language skill for the chosen language. The
linguist is also able to learn languages beyond the limit for known languages based on the
characters Intelligence modifier. A linguist can learn a number of languages equal to
twice their Intelligence modifier.
Command/Greater Command (Ex): At 4th level, the linguist can use her mastery of
language to command others to do her bidding. This ability can be used 3x/day and is
similar to the command spell. The subject of the command obeys a reasonable command
to the best of its ability. The subject gets a Will saving throw to negate the command with
a DC equal to 10 + level of the linguist + linguist’s Int bonus.
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At 7th level, the linguist can use her oratory skill to command multiple creatures to do her
bidding similar to the greater command spell. The linguist can affect 3 creatures per level
of the linguist, no two of which can be more than 30 feet apart.
Suggestion/ Mass Suggestion (Ex): At 4th level, the linguist can use her command of
language to influence the actions of other creatures. This ability can be used 3x/day and is
similar to the suggestion spell. The subject of the suggestion obeys a reasonable course of
action to the best of its ability. The subject gets a Will saving throw to negate the
command with a DC equal to 10 + level of the linguist + linguist’s Int bonus.
At 9th level, the linguist can use her superior oration skills to influence the actions of
multiple creatures similar to the mass suggestion spell. The linguist can affect up to 5
creatures per level of the linguist, no two of which can be more than 30 feet apart.
Power Word Stun (Sp): At 6th level, a linguist can use her knowledge of languages
3x/day to stun an opponent with a single word. This spell-like ability is similar to the
spell power word stun but can only be used if the linguist speaks the Native Language of
the target. A linguist fluent in the Native Language of the target automatically succeeds
in her attack, and the target does not get a saving throw. If the linguist is not fluent in the
Native Language of the target, the target makes a Will saving throw with a DC of the
result of a Speak Language skill check made by the linguist. On a successful save, the
effect is negated.
Power Word Blind (Sp): At 8th level, a linguist can use her knowledge of languages
3x/day to blind an opponent with a single word. This spell-like ability is similar to the
spell power word blind but can only be used if the linguist speaks the Native Language of
the target. A linguist fluent in the Native Language of the target automatically succeeds
in her attack, and the target does not get a saving throw. If the linguist is not fluent in the
Native Language of the target, the target makes a Will saving throw with a DC of the
result of a Speak Language skill check made by the linguist. On a successful save, the
effect is negated.
Power Word Kill (Sp): At 10th level, a linguist can use her knowledge of languages
1x/day to slay an opponent with a single word. This spell-like ability is similar to the
spell power word kill but can only be used if the linguist speaks the Native Language of
the target. A linguist fluent in the Native Language of the target automatically succeeds
in her attack, and the target does not get a saving throw. If the linguist is not fluent in the
Native Language of the target, the target makes a Will saving throw with a DC of the
result of a Speak Language skill check made by the linguist. On a successful save, the
effect is negated.
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Requirements:
Speak Languages: Must be able to speak 4 languages other than Common and the
characters racial language.
Feats: Must have either the Negotiator or Persuasive feats.
Class Skills: These remain the same, but remove Read/Write Language as a class skill.
Speak Language remains a class skill for the linguist.
Fluent: Because the current rules in the PHB on the Speak Language skill imply fluency
(and was the reason for the creation of the optional rules on language), this special class
ability of the Linguist should change to the following: Beginning at 3rd level, and every
two levels thereafter (5th, 7th, 9th, etc.) the linguist automatically gains one new language
of her choice. The linguist is able to learn languages beyond the limit for known
languages based on the characters Intelligence modifier. The linguist can learn a number
of additional languages equal to twice his Intelligence modifier. The linguist need not
spend any skill points to learn this language.
Power Word Abilities: These special abilities remain unchanged. The linguist must still
be able to speak the target creatures racial language (the creatures Native Language in the
optional rules) to be able to use the ability without the target receiving a saving throw. If
the linguist does not speak the racial language of the target, the target gets to make a
saving throw as normal.
Sample Encounter: An encounter with a linguist will highlight the linguist’s unique skill
with language. The linguist may be searching out people to learn languages from, and
most encounters will not be violent. It is possible that the party has need of an interpreter
for an adventure, and so the linguist can be introduced as a NPC to assist the party on
their quest.
EL 10: Yan Silvertongue is an Elven bard of modest talent. Spending his time wandering
the land from village to village, Yan enjoys singing Elven ballads, Dwarven drinking
songs, and Human love songs. He also has a passionate hatred of Drow, and uses his
cover as a minstrel to learn about Drow activities. Yan might encounter the party during
their journeys, as a performer at a tavern or inn the party is staying at or traveling
between villages. If the party has a Drow among them, Yan will spy upon the party to see
if they are up to no good. Alternatively, the party or Yan might have information the
other is in need of to complete an adventure.
Yan Silvertongue CR 10
Male Elf Bard 6/Linguist 4
CN Medium humanoid
Init +3 Senses Low-light Vision, Listen +4, Spot +4
Languages Archaic Elven +3, Auran +6, Common +13, Draconic +13, Dwarven +9,
Elven +19, Gnoll +2, Goblin +2, Sylvan +13, Undercommon +26 F
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F = Fluent
Read/Write Languages Common
+7, Elven +19, Draconic +8,
Undercommon +6
Abilities Str 14, Dex 16, Con 10, Int 16, Wis 11, Cha 16
SQ Speak with Animals (3/day), Speak with Plants (3/day), Speak with Dead (1/day),
Command (3/day) (DC 17), Suggestion (3/day) (DC 17)
Feats Alertness, Brew Potion, Negotiator, Skill Focus (Speak Language (Undercommon)
Skills Bluff +7, Craft (sculpting) +7, Diplomacy +9, Gather Information +7, Hide +3,
Knowledge (arcana) +9, Listen +4, Move Silently +3, Perform (act) +13, Perform
(oratory) +13, Perform (sing) +13, Search +5, Sleight of Hand +10, Sense Motive +2,
Spot +4
Possessions +1 studded leather armor, +1 keen rapier, +1 compound longbow (+1 Str),
wool cloak, brown cotton shirt, red leggings, brown low cut boots, leather bound travel
journal, ink, quill, 5 days rations, silver ring (35 gp), gold necklace (75 gp), potion cure
light wounds, potion barkskin (+2).
Description Yan has long, silvery-gold hair braided down his back. His face is thin and
angular with deep green eyes and noble features and is accented by a short gold necklace
that peeks out from the collar of his shirt. His clothing is dusty and comfortable, but well
maintained.
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Rune Master
An expert in non-verbal communication, the rune master is fluent in reading and writing
several languages and studies ancient or dead languages to gather long forgotten
information. They are experts of the written word, and use their mastery of language to
create runic charms for protection, to bring luck, or make curses.
A rune master spends his time learning new languages and studying the deeper meanings
and nuances of already known languages. Sorcerers and wizards benefit the most from
becoming rune masters, although bards and rogues will occasionally become rune
masters when it suits their purpose. Most other classes do not benefit from becoming rune
masters. A sorcerer or wizard will become a rune master to further their knowledge of the
arcane arts, learn new spells, or create complex and powerful glyphs and runes. Bards
will sometimes become rune masters to learn long forgotten songs, epics, or stories and
create charms to heighten their performances. Rogues usually choose to become rune
masters to learn how to break the charms and wards put on tombs by other rune masters
or to become a spy.
Rune Masters are usually happiest pouring over a dusty tome or ancient scroll, working
to translate the languages they find. Many find the challenge of exploring the world for
new languages to be more rewarding and become adventurers.
Requirements:
Read/Write Skill: Minimum of 10 ranks in four languages.
Skill Focus: Read/Write Language skill.
Feats: Investigator, Scribe Scroll, and Craft Wondrous Item
Spellcasting: Ability to cast 1st level arcane spells.
Weapon/Armor Proficiencies: Linguists are proficient with all simple weapons. They
are not proficient with any type of armor or shields.
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Detect Marks & Runes (Ex): At 1st level, the rune master gains the extraordinary ability
to detect, at will, any type of rune, mark, glyph, or symbol that is created by a spellcaster
or rune master. Depending on the length of time spent concentrating on the mark, the
rune master can learn the following:
1st round: Presence of mark within 60 feet of the rune master.
2nd round: Direction and distance to mark.
3rd round: Type of mark (i.e., a glyph or rune or symbol).
4th round: How the mark is triggered.
If the rune master is disturbed in any manner during the detection, he must make a
Concentration skill check (DC 10+distracting damage dealt or spell level) to maintain the
detection. If the detection is broken, the rune master may not attempt to detect the same
mark for 5 minutes.
Create Fortune (Sp): At 2nd level, the rune master is able to create fortunes. Fortunes are
simple phrases or sentences, no longer than 10 words, and bestow a blessing or a curse on
the bearer. Fortunes are similar in some respects to scrolls; they allow the casting of
spells from a written source. However, they are quite different in that any character can
use a fortune and the magical power released by a fortune is much less than that of a
scroll.
The creator of the fortune needs a supply of writing materials, must have prepared the
spell (if applicable), and must provide any needed material components the spell requires.
Even though the fortune does not provide the full benefits from the spell, the writing of
the fortune triggers the prepared spell, making it unavailable for casting until the
character has rested and regained spells.
Fluent (Ex): Beginning at 3rd level and every two levels thereafter (5th, 7th, 9th, etc.) the
rune master is able to fluently read and write in 1 language already known to the rune
master. The rune master need only have 1 rank in the Read/Write Language skill for that
language. The rune master automatically rises to 20 ranks in the Read/Write Language
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skill for the chosen language. The rune master is able to learn languages beyond the limit
for known languages based on the characters Intelligence modifier. A rune master can
learn a number of languages equal to twice his Intelligence modifier.
Runic Mark (Ex): At 4th level, a rune master can create small marks that are imbued
with the rune master’s knowledge into specific areas gained from their mastery of
language. A runic mark is a small totem, carving, fetish, or tattoo that is carved with a
word or symbol researched by the rune master and which allows the bearer to receive a
+1 bonus (or penalty) depending on the type of runic mark created. Runic marks are not
magical, even though they provide spell-like abilities. They are the manifestation of the
intense study and mastery of language that rune masters have acquired.
When creating a runic mark, the rune master imbues each with part of his essence,
passing on his knowledge (in the form of the mark) to another. Runic marks are
permanent and will work until destroyed. A runic mark that is not permanently affixed to
the body (like a tattoo) can be passed from one person to another; doing so passes the
granted ability (or penalty) to the new bearer. Spells like detect magic or similar spells
cannot detect a runic mark created by a rune master, and they are not affected by the spell
antimagic field or similar antimagic effects.
There are several types of runic marks that can be created; some examples include: war
(+1 to attack), health (+1 Constitution), knowledge (+1 Intelligence), swiftness (+1
Dexterity), and fear (-1 on Will checks). Many other types of runic marks exist. The
bearer of the runic mark receives the bonus (or penalty) for as long as the runic mark is
held or worn on their person. Only three runic marks can be used at any one time. If a
fourth runic mark is acquired, the bearer is not affected by any of the runic marks. As
soon as the number of runic marks drops to three or less, the bearer again receives the
appropriate bonuses (or penalties). No person may have more than one mark of any
specific type (i.e., bonuses to attack, constitution, etc). The number of runic marks does
not count against the penalty for carrying master’s marks, marks of protection, and vice
versa.
Runic marks are made from a source of at least 250 gp in value, generally from gems,
precious metals, ivory, or tattoos made with gold or silver ink. A rune master must spend
1 day and 500 XP to create a runic mark.
Master’s Mark: At 6th level, the rune master is able to create improved marks that are
imbued with the rune master’s knowledge into specific areas gained from their mastery of
language. These marks are similar is all respects to runic marks, however they provide a
+2 bonus (or penalty). Only three master’s marks can be used at any one time. If a fourth
master’s mark is acquired, the bearer is not affected by any of the master’s marks. As
soon as the number of master’s marks drops to three or less, the bearer again receives the
appropriate bonuses (or penalties). No person may have more than one mark of any
specific type (i.e., bonuses to attack, constitution, etc). The number of master’s marks
does not count against the penalty for carrying runic marks, marks of protection, and vice
versa.
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A master’s mark is made from material with a value of at least 500 gp. A rune master
must spend 2 days in study and 1000 XP to create a master’s mark. This study is
equivalent to working 8 hours a day on the master’s mark. He must rest after working on
the master’s mark and can perform light activities such as eating, sleeping, or talking. If
the creator of the master’s mark misses a day of study, the process fails and the master’s
mark must be started again. Money spent is lost, but spent XP are not, and the master’s
mark being crafted can still be used.
Mark of Protection: At 8th level, the rune master can create a mark that allows the
bearer to be protected from general and specific dangers. These marks work in the same
manner as other marks, granting their abilities for as long as the mark of protection is
held or worn. Only two marks of protection can be held at any one time. If a third mark
of protection is acquired, the bearer is not affected by any of the marks of protection. As
soon as the number of marks of protection drops to two or less, the bearer again receives
the appropriate bonuses (or penalties). No person may have more than one mark of
protection of any specific type (i.e., protection from elves or dragon breath). The number
of marks of protection does not count against the penalty for carrying runic or master’s
marks and vice versa.
The mark of protection is identical in all respects to the appropriate spell, such as
protection from evil or protection from arrows. Up to two protections can be applied to a
single mark, though contradictory protections such as protection from good and
protection from evil cannot be applied to the same mark. (This doubling does not count
against the limit of marks of protection that can be carried.) A rune master can also create
specific marks of protection that are not listed as spells. Examples of such marks might
include protection from incorporeal entities, protection from invisible creatures,
protection from gnolls, or protection from breath weapons. These specific marks allow
the bearer to receive a +2 deflection bonus to AC and a +2 resistance bonus on saves
versus the specified source. (Note: it is impossible to create a mark that provides
protection from death, as death can occur in a multitude of forms, and it is not possible to
account for them all. It is possible to create a mark of protection from death effects,
however.)
A rune master must spend a week of intense study, purchase supplies and tools equal to
1000 gp times the bonuses granted and spend 2000 XP to create a mark of protection.
This study is equivalent to working 8 hours a day for 6 days on the mark. He must rest
after working on the mark and can perform no other activities except eating, sleeping, or
talking. If the creator of the mark misses a day of the study, the process fails and the mark
must be started again. Money spent is lost, but spent XP are not, and the mark being
crafted can still be used.
Mark of Life: At 10th level, the rune master can create a mark that allows the bearer to
benefit from the rune master’s knowledge into life and death gained from years of study.
The mark of life works in the same manner as other marks, granting its abilities for as
long as the mark is held or worn. Only one mark of life can be worn or carried at any one
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time. Carrying a second mark of life negates the effects of both marks until the number is
again reduced to one.
The mark of life grants the bearer fast healing 1. The mark also provides the bearer with a
+4 bonus to Fortitude saving throws and grants a 2-point increase in Constitution. The
bearer of the mark of life is also not fully affected by death spells and spell-like abilities
such as power word, kill, or supernatural abilities like the monk’s quivering palm attack.
Instead, the bearer becomes unconscious. A PC in this state must make a Fortitude saving
throw, DC equal to his/her Constitution ability score, to regain consciousness and suffers
the same penalties as if raise dead had just been successfully cast upon them. This ability
cannot be used if the bearer was turned into an undead or who died of old age.
A rune master must spend 2 weeks of intense study and purchase supplies and tools
equivalent to 5000 gp plus the fresh blood of a troll and spend 4000XP to create a mark
of life. (Fresh troll blood is considered blood taken from a troll in the past 48 hours.) This
study is equivalent to working 8 hours a day for 12 days on the mark. He must rest after
working on the mark and can perform no other activities except eating, sleeping, or
talking. If the creator of the mark of life misses a day of the study, the process fails and
the mark must be started again. Money spent is lost, but spent XP are not, and the mark
of life being crafted can still be used, but fresh troll blood must again be acquired.
Requirements:
Speak Languages: Must be able to speak 4 languages other than Common and the
characters racial language.
Feats: Investigator, Scribe Scroll and Craft Wondrous Item
Spellcasting: Ability to cast 1st level arcane spells.
Fluent: Because the current rules in the PHB on the Speak Language skill imply fluency
(and was the reason for the creation of our house rules on language), this special class
ability of the Rune Master should change to the following. Beginning at 3rd level, and
every two levels thereafter (5th, 7th, 9th, etc.) the rune master automatically gains one new
language of his choice. The rune master is able to learn languages beyond the limit for
known languages based on the characters Intelligence modifier. The rune master can
learn a number of additional languages equal to double his Intelligence modifier. The
rune master need not spend any skill points to learn this language.
Sample Encounter: An encounter with a rune master will display the rune master’s
repertoire of non-magical runes and abilities. Nearly all rune masters make liberal use of
their own marks, and an encounter with an experienced rune master who is set to oppose
the party may prove difficult to overcome until his secrets are learned.
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Karrol Jura CR 11
Male Half-Elf Wizard 6/Rune Master 5
NG Medium humanoid
Init +0 Senses Low-light Vision,
Listen +2, Spot +2
Languages Spoken Common +23, Elven +23, Dwarven +11
Read/Write Language Abyssal +25F, Celestial +8, Common +25 F, Elven +25 F,
Dwarven +19, Draconic +19, Gnome +9, Goblin +13, Infernal +25 F, Undercommon +18
F = fluent
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Abilities Str 12, Dex 10, Con 12, Int 20, Wis, 12, Cha 10
SQ Detect Marks & Runes, Create Fortune, Runic Mark
Feats Bi-Lingual, Scribe Scroll, Craft Wondrous Item, Get the Gist, Skill Focus
(Read/Write Language)
Skills Craft (alchemy) +13, Craft (carving) +13, Decipher Script +10, Diplomacy +2,
Gather Information +2, Knowledge (arcana) +13, Knowledge (lore) +13, Listen +2,
Profession (translator) +10, Search +6, Spellcraft +13, Spot +2
Spellbook spells prepared plus 0 – all, 1st – detect secret doors, protection from evil,
unseen servant; 2nd – fox’s cunning, protection from arrows, resist energy, see invisible;
3rd – arcane sight, protection from energy, tongues
Possessions Bracers of armor +4, +1 quarterstaff, +1 silvered dagger, 3 MW daggers,
black leather boots with mark of quickness inscribed in gold on the sole (+10 ft. to base
movement), tattoo of crosshairs and the Elven words for ‘dead eye’ on right wrist (+1
mark to hit with ranged weapons), silver necklace with a turtle pendant inscribed with the
Elven word for ‘health’ (+1 to Con), green wool cloak, violet shirt with lace front, black
pantaloons, potion cure moderate wounds, scroll invisibility.
Description Karrol’s thin face ends in a sharply pointed chin and is framed by chocolate
brown hair cut shoulder length in front and very short in the back. His blue eyes are
almond-shaped and sit behind a pair of square-framed spectacles. His clothing is well
kept, though not expensive, and a silver necklace hangs down the front of his violet-
colored shirt. He is short, only an inch over five feet, and his waist is starting to show.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas
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