Secret Sign Spells
The following spells are useful for keeping secrets.
CODESPEAK
School transmutation; Level bard 2, inquisitor 2, medium 2,
mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, M (a knotted serpent’s tongue)
Range close (25 ft. + 5 ft./2 levels)
Target you and one willing creature per 2 caster levels, no two
of which can be more than 30 ft. apart
Duration 10 minutes/level
Saving Throw no; Spell Resistance no
All recipients gain the ability to speak, write, and understand a unique language. This language sounds like random syllables and looks like written gibberish to anyone not under the spell, but the targets understand each other perfectly. Once the spell expires, any codespeak writing is unintelligible even to the targets. Each spellcaster creates a unique but constant secret language, and later castings of codespeak by the same caster allow new targets to understand messages left behind by others affected by the same spellcaster.
Comprehend languages does not enable a caster to understand the language of another’s codespeak spell, but it does reveal that the targets are speaking a magical language. Tongues and similarly powerful spells translate codespeak normally. Add your caster level to the DCs of Linguistics checks when attempting to decipher messages written in codespeak.
COMPEL TONGUE
School enchantment (compulsion) [mind-affecting]; Level
bard 1, cleric/oracle 2, druid 2, medium 2, mesmerist 2,
sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a wooden block carved with a letter)
Range touch
Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates; Spell Resistance yes
This spell functions as share language (Pathfinder RPG Advanced Player’s Guide 243), granting a creature the ability to read, understand, and communicate to the best of its ability in any one language you know. For the spell’s entire duration, the target can speak and write only in the language imparted, but its ability to understand other languages is unaffected.
COMPEL TONGUE, MASS
School enchantment (compulsion) [mind-affecting]; Level
bard 4, cleric/oracle 5, druid 5, medium 4, mesmerist 4,
sorcerer/wizard 5, witch 5
Targets one creature/level, no two of which can be more than
30 ft. apart
This spell functions as compel tongue, except it affects multiple creatures. The same language restriction applies to all creatures, and the same language must be imparted to all creatures affected by the same casting of this spell.
FLEETING MEMORY
School enchantment (compulsion) [mind-affecting]; Level bard 3,
mesmerist 2, occultist 3, psychic 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will partial; Spell Resistance yes
You create a gap in the target’s memory, preventing the target from remembering anything that happens from the moment you cast this spell until the moment its complete duration ends. Fleeting memory doesn’t wipe out its target’s memories until the end of its duration, so the target can remember the preceding rounds until the spell’s duration ends. If the spell ends prematurely, either because you dismiss it or because it is dispelled, it disperses without affecting its target’s memory.
Whether or not the target’s save is successful, the target forgets that you cast a spell.
FLEETING MEMORY, MASS
School enchantment (compulsion) [mind-affecting]; Level bard 6,
mesmerist 5, occultist 6, psychic 7, sorcerer/wizard 8
Target one creature/level, no two of which can be more than
30 ft. apart
This spell functions as fleeting memory, except that it affects multiple creatures.
SECRET SIGN
School illusion (glamer); Level bard 1, inquisitor 1, shaman 1,
sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a lemon peel)
Range touch
Target one creature or object
Duration 1 day/level
Saving Throw Will negates (object); Spell Resistance yes (harmless, object)
You invisibly inscribe a small mark or short message (no more than 25 words) on a creature or object, similar to the way arcane mark works. The sign can be no more than 6 inches across, and if it’s a written message, it can be in any language you can read and write at the time of the spell’s casting. As you cast the spell, you can define one auditory, olfactory, tangible, or visual criterion—such as all creatures wearing green bands on their left arms or only creatures who smell of lavender or only orcs—that allows designated creatures within 30 feet to see the secret sign.
Disguises and illusions that mimic the set criterion can fool this spell. Normal darkness doesn’t conceal a visual trigger, but magical darkness or invisibility does. Auditory criteria (such as a password) and tangible criteria (such as pressing your hand against a specific object or wall) can be performed by anyone who learns of them. A secret sign cannot distinguish alignment, level, Hit Dice, or class except by external garb, but can differentiate apparent races, genders, and garments. See invisibility and invisibility purge reveal the sign, but glitterdust does not.
A caster of at least 10th level can make secret sign permanent on an object with a permanency spell using 5,000 gp of diamond dust as a material component.
VENOMOUS PROMISE
School transmutation [language-dependent, poisonUM]; Level
antipaladin 3, bard 3, mesmerist 3, shaman 3, witch 3
Casting Time 1 standard action
Components S, M (a vial of poison)
Range touch
Target one creature
Duration permanent or until triggered
Saving Throw yes; Spell Resistance yes
You guard your words and person with poisonous power. You can impart a short amount of information—up to 25 words—as you cast this spell, entwining your words with the poison provided as a material component. If your target reveals the information you impart (verbally, in writing, with gestures, or by having its mind read with spells like detect thoughts), the target is immediately exposed to the poison (and is allowed any saving throw the poison allows).
Your target instinctively knows that revealing this information will endanger it, but doesn’t automatically understand why or how. Neutralize poison removes the effect of this spell; the spellcaster must succeed at a caster level check against the spell’s save DC rather than the poison’s.