- Level: Sorcerer/Wizard 2
- School: Enchantment
- Casting Time: Standard Action
- Components: V, S, M (A complex rune inscribed on a slip of paper that is then placed under your tongue, worth 1 gp.)
- Range: Close (25 ft. + 5 ft./two lvls)
- Target or Area: You plus one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30), no two of which can be more than 30 ft. apart
- Duration: Until the end of your next full night's rest
- Saving Throw: Will negates
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- Upon casting this spell, all recipients gain the ability to speak a new language. This language sounds like random, babbling syllables to anyone not under the influence of the spell, but the targets understand each other perfectly.
- Anyone using Codespeak can read and write in this new language as well. Once the spell expires, however, any coded writing suddenly appears as gibberish. If the exact same group of individuals become the targets of a Codespeak spell again, cast by the same caster, they can once again read any coded writings. A dedicated codebreaker can crack such writing’s code, deciphering it one page at a time with a series of Linguistics checks against a Hard DC for the character level of the caster at the time the spell was cast. If using Codespeak to maintain a secret diary, it is recommended to re-copy it every few levels, to maintain the difficulty.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.