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==Ciphers==
 
==Ciphers==
<onlyinclude>Ciphers is an analysis skill. With it, you can piece together patterns in written work, translating ancient languages, cracking codes that hide meaning, and even determining what is missing from a scroll to release its power. Those with a great deal of skill in Ciphers can even become fluent in dead languages or avoid triggering written trap effects.
+
<onlyinclude>Ciphers is an analysis skill. It is primarily concerned with the obscuring or discovering of meaning in written words, whether they be encrypted or written in common, obscure, or dead languages. With it, you can piece together patterns in written work to translate foreign or ancient languages or crack codes that hide meaning, as well as create your own codes to hide meaning in your own correspondence. Those with a great deal of skill in Ciphers can even avoid triggering written trap effects or create special attuned books.
  
 
Key Attribute: [[Intelligence]]</onlyinclude>
 
Key Attribute: [[Intelligence]]</onlyinclude>
  
 +
{{Underbar|Encryption and You|
 +
You can generate messages in any code that you have on hand, whether you have ranks in Ciphers or not, regardless of decryption DC. You can also decrypt messages written with any code that you have on hand, though determining which code a piece is using is a difficult process. Most coded messages are transmitted in a code known to each party beforehand as a result.
  
===Untrained Uses===
+
Encoding material doesn’t do much good if a spellcaster can just magic the meaning out of it. For this reason, we treat material written entirely in an encrypted cipher as magical writing, whether it is hidden in a larger and otherwise normal message or not. It cannot be understood with ''[[SRD:Comprehend Languages|comprehend languages]]'' unless the caster knows the cipher themselves or their [[SRD:Caster Level|caster level]] + 16 is equal to or greater than the code DC. Codes can thus be broken by magic, but if you can afford a good code, it has to be really ''good'' magic.}}
None. Sorry, you actually can’t do this stuff without a bit of training.<onlyinclude>
 
  
 +
=====Table: DC Modifiers=====
 +
{| class="zebra d20" style="margin: 1em auto 1em auto; text-align: left;" width="900px"
 +
! Circumstance !! Example !! DC<br/>Modifier
 +
|-
 +
| Unknown alphabet system || Russian, Elvish || +5
 +
|-
 +
| Unknown syllabary system || Japanese katakana, Arabic || +8
 +
|-
 +
| Unknown logographic system || Egyptian hieroglyphics || +10
 +
|-
 +
| Unknown language, known alphabet || Gnomish writing when you know dwarven script || +0
 +
|-
 +
| Unknown language, known syllabary || (This possibility has no contemporary or fantasy examples) || +3
 +
|-
 +
| Unknown language, known logographs || Chinese characters (hanzi) when you know Japanese kanji || +5
 +
|-
 +
| Simple or repetitive subject matter || Time tables, troop rosters || &minus;5
 +
|-
 +
| Complex or specialized subject matter || Alchemy treatise, legal document || +5
 +
|-
 +
| Very short message || 1 - 10 words in length || +5
 +
|-
 +
| Short message || 11 - 100 words in length || +3
 +
|-
 +
| Long message or short text || 101 - 1000 words in length || 0
 +
|-
 +
| Long text || 1001 - 10000 words in length || &minus;3
 +
|-
 +
| Very long text || 10001+ words in length || &minus;5
 +
|}
  
===Rank 1 Uses===
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=====Table: Check Modifiers=====
 +
{| class="zebra d20" style="margin: 1em auto 1em auto; text-align: left;" width="900px"
 +
! Condition !! Check Modifier
 +
|-
 +
| Rushing a 10-minute action to a 2 ½-minutes action || align="center" | &minus;5
 +
|-
 +
| Rushing a 5-minute action to a 1-minute action || align="center" | &minus;5
 +
|-
 +
| Rushing a 2 ½-minute action to a 5-round action || align="center" | &minus;5
 +
|-
 +
| Rushing a 1-minute action to a 2-round action || align="center" | &minus;5
 +
|-
 +
| Rushing a 5-round action to a 1-round action || align="center" | &minus;5
 +
|-
 +
| Rushing a 2-round action to a standard action || align="center" | &minus;5
 +
|-
 +
| Rushing a 1-round or full-round action to a standard action || align="center" | &minus;3
 +
|-
 +
| Rushing a standard action to a move action || align="center" | &minus;2
 +
|-
 +
| Rushing a standard or move action to a swift action || align="center" | &minus;5
 +
|}
  
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#Decipher Script|Decipher Script]]====
+
=====Table:Default Written Languages=====
You’ve seen a few dusty tomes and can make sense of unfamiliar languages in them. You can decipher writing in languages you don’t read, as well as piece together messages in incomplete or archaic forms.</onlyinclude> The base DC for this check is based on the content of the message. A message consisting of a single sentence requires a DC 30 check, as there is little to work with. A message consisting of a paragraph is only a DC 27 check. A message near a page in length is a DC 24 check. Works consisting of multiple pages have only a DC 20 base check, but if the work is many pages, multiple checks may be required. For example, books require a check per chapter.
+
{| class="zebra d20" style="margin: 1em auto 1em auto; text-align: left;" width="900px"
 +
! Spoken Language !! Base Written Language Type !! Restrictions
 +
|-
 +
| Abyssal || Infernal Logograph || Planar
 +
|-
 +
| Aquan || Elemental Syllabary || Planar
 +
|-
 +
| Auran || Elemental Syllabary || Planar
 +
|-
 +
| Celestial || Celestial Alphabet || Planar
 +
|-
 +
| Common || Common Alphabet ||
 +
|-
 +
| Draconic, High || Draconic Logograph || Secret
 +
|-
 +
| Draconic, Low || Draconic Syllabary ||
 +
|-
 +
| Druidic || Druidic Logograph || Secret
 +
|-
 +
| Dwarven || Dwarven Alphabet ||
 +
|-
 +
| Elven || Elven Syllabary ||
 +
|-
 +
| Giant || Dwarven Alphabet ||
 +
|-
 +
| Gnome || Dwarven Alphabet ||
 +
|-
 +
| Goblin || Dwarven Alphabet ||
 +
|-
 +
| Gnoll || Common Alphabet ||
 +
|-
 +
| Halfling || Common Alphabet ||
 +
|-
 +
| Ignan || Elemental Syllabary || Planar
 +
|-
 +
| Infernal || Infernal Logograph || Planar
 +
|-
 +
| Orc || Dwarven Alphabet ||
 +
|-
 +
| Sylvan || Elven Syllabary ||
 +
|-
 +
| Terran || Elemental Syllabary || Planar
 +
|-
 +
| Undercommon || Elven Syllabary ||
 +
|}<onlyinclude>
  
These DCs are only base DCs, however, and the complexity of the message may alter these amounts significantly. Particularly simple or straightforward messages, like time tables or troop rosters, may have a DC of up to 10 less than the base. A complex or intricate message, like a legal document or a complete war strategy, may have a DC up to 10 higher than the base. These DCs can be further modified by up to 5 higher if the language itself is particularly bizarre or ancient. If the script contains a hidden or coded message, you must also decrypt it with the Cryptography ability to understand that portion of the message. Because of these additional concerns, you do not know the exact DC of the check beforehand. If you are concerned with accuracy, it is worth working with as much material as possible, even though it requires substantially more time, since larger works have a lower DC.
+
===Special===
  
Each check requires five minutes per page of text (approximately 250 words), which must be spent before you can make the check. Retries offer no further insight, and do not return useful information. The amount of material you understand is determined by your check result as indicated below.
+
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#Learn Written Language|Learn Written Language]]====
 +
The first ciphers to learn are the trivial ones that help you decipher the greatest amount of secrets – other written languages. For every odd rank in this skill that you possess, you know the written form of a language for which you already know the syllabary or alphabet. For every even rank that you possess in this skill, you may learn one additional alphabet, syllabic, or logographic system as well as the written form of a language that uses that system.</onlyinclude> The languages that you may learn are limited by your total ranks in the skill, as indicated below.
  
'''Base DC:''' Determined by length of work, and modified by complexity<br />
+
{{Underbar|A Word on Written Words|
'''Check Result:'''
+
Written language is an extremely varied thing in the real world, and it’s worth supporting and encouraging some of that variety in the rules. So here we break written languages into three groups: alphabetic written languages have symbols for consonants and vowels, syllabic written languages have symbols for consonant-vowel pairs, and logographic written languages have symbols for expressing full words or ideas. These three groups can contain every writing system ever known in the world (though we are glossing over some details here, particularly those about syllabaries), and so should contain every writing system you’re likely to run across in a fantasy world.
*DC+5 and above: You have a very clear understanding of the document, and have not glossed over any details.
 
*DC+0 to DC+4: You understand the general meaning of the document but may be missing some minor details. They probably aren’t important anyway…
 
*DC-1 to DC-5: You have a vague sense of the document, but are missing some important concepts. That doesn’t stop you from working with a partial understanding of the work, though.
 
*DC-6 and below: You have a vague sense of the document. Unfortunately, it’s a very wrong vague sense of the document.<onlyinclude>
 
  
 +
But even though the possibilities for a written language are quite varied, it is also true that cultures tend to adopt common practices and symbol forms from their neighbors or trading partners that diminishes some of the variety within a region. As a result, entirely different spoken languages can use the same, or very similar, writing styles despite using different words for the same concept. Knowing a very close written relative of a language won’t allow you to read a different language, but it will make your guesses as to its meaning much more accurate; since you don’t have to relearn everything about it. An ‘a’ is still an ‘a’ in these cases, and that’s a substantial leg up. To use an example from the SRD, Dwarven and Gnomish use the same alphabet, despite having different spoken forms, and so attempting to decipher messages written in one is easier if you already know the other.
  
===Rank 4 Uses===
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It is this sort of translational applicability that causes all those who truly dedicate themselves to the study of deciphering old texts to learn as many written languages as possible. Since you never know when a current language will be related to an old dead one, it’s worthwhile to know as many written languages as possible.}}
  
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#Decryption|Decryption]]====
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===Untrained Uses===
Words can be hidden in symbols, numbers, or even other words if you’re worried about someone else finding them. You can analyze these hidden or coded messages. This is similar to deciphering script in another language, and can actually be done at the same time as you are deciphering a work.</onlyinclude> An attempt at decryption requires five minutes per page of coded message. The DC to decrypt a code is determined by the strength of the code. You gain a +2 bonus to your check for each full page of material present or previously decoded using the same cipher, however. Retries offer no further insight, and do not return useful information.
+
None. Sorry, you actually can’t do this stuff without a bit of training.<onlyinclude>
  
Note that once you have decrypted one different message per five points of the DC, rounded up, in the same code, you do not need to check further to break any future messages that use it, and may compose messages in the code yourself if you have your notes.
 
  
'''Base DC:''' Code strength DC<br />
+
===Rank 1 Uses===
'''Check Result:'''
 
*DC+5 and above: You decode the message in its entirety. Treat this as two successful decryptions of this code.
 
*DC+0 to +4: You decode enough of the message to understand its intent, even if you don’t have every single tiny little syllable.
 
*DC-1 to DC-5: You fail to decode a substantial portion of the message, and have very little to work with.
 
*DC-6 and below: You decode the message wrongly. While you get something that makes sense, it’s not what the actual message is and so probably isn’t helpful.<onlyinclude>
 
  
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#Encryption|Encryption]]====
+
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#Decipher Text|Decipher Text]]====
Aside from analyzing them, you can also create codes on your own or compose messages in codes that you understand.</onlyinclude> You can create codes with a decryption DC up to 15 + your ranks in Ciphers. It takes 4 hours to create a new code, minus 1/2 hour for each 1 point less you accept for the decryption DC, to a minimum of 30 minutes. You can generate messages in any code that you have on hand or have analyzed, whether you created it or not, regardless of decryption DC. Material written entirely in an encrypted cipher, as opposed to hidden in a larger and otherwise normal message, is considered magical writing. It cannot be understood with ''[[SRD:Comprehend Languages|comprehend languages]]'' unless the caster knows the cipher themselves or their caster level + 15 is equal to or greater than the code DC.<onlyinclude>
+
Dusty tomes and ancient manuscripts are rarely written in the current common tongue. They may not even be written with the common letters. But they may contain useful information, and you have enough experience with other languages to glean meaning from them. With a bit of time, you can find meaning in the meaningless strings of characters of other, often older, languages. These are the first ciphers that you learn to decode, though with practice, you will be able to find meaning in work that has been intentionally obscured.</onlyinclude>
  
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#The Finishing Stroke|The Finishing Stroke]]====
+
The base DC for this check is 20, or the DC of any unknown encryption scheme used in the work, but it is modified by the difficulty of the language system, the type of material within the work, and the length of the work. As there are quite a lot of different texts to decipher out there, the DC can vary quite a bit from the base value, and you generally do not know what the actual DC to decipher a text is. The degree to which you understand the material is determined by your check result as indicated below. Understanding the material does not give you any special insight into it, however, and it is entirely possible that the meaning you uncover has a special coded meaning for a recipient that is lost to you.
Your ability to analyze magical scripts also lets you guess at the missing stroke or word that will release their stored power. You may attempt to activate any scroll or other spell completion item that you have already deciphered.</onlyinclude> The DC for this check is equal to 15 + the caster level of the spell stored in the object. This check is made as part of the action to activate the item.
 
  
You must have a minimum score of 10 + spell level in the relevant ability to use a scroll or similar item. If you have less than this, you must fake it with another ability, or you suffer a cumulative -2 penalty on your check for each point you are short.
+
Each check requires one minute per 100 words (the average handwritten book contains approximately 400 words per page, individual books and languages may vary), which must be spent before you can make the check. You may, however, break up longer works into multiple checks if you prefer. As this will allow you to gain a sense of whether it’s worth the time investment to decipher a longer work, it can often be worth doing despite the higher DC.
  
'''Base DC:''' 15 + object’s caster level, +2 for each additional attribute point you need to use the item<br />
+
'''Special:''' Once you have decoded 1000 words using a particular encryption scheme, you are considered to know that encryption scheme. You no longer suffer a higher base DC when you run across it, and may employ it in your own work as well.
'''Check Result:'''
 
*DC+0 and above: The spell completion item functions normally.
 
*DC-1 to DC-5: You fail to activate the spell completion item.
 
*DC-6 and below: You activate the item, but in the wrong fashion. You have a 50% chance of suffering a scroll mishap (see table in the DMG). If you do not suffer a mishap, the item is consumed without effect.<onlyinclude>
 
  
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#Translate Scroll|Translate Scroll]]====
+
{{ToP Check Result
Magic users often have ridiculous notation and idiosyncrasies in writing that make others cringe. You can read through that nonsense to find the magic stored beneath.</onlyinclude> With a check against DC 10 + Item Caster Level, you can identify the spells stored in spell completion items like scrolls. This is a full round action.
+
|dc=20, or decryption DC, + conditions
 +
|dc+5=You gain a very clear understanding of the text, including most details. You recognize any parts within the work that seem odd, out of place, or nonsensical as well.
 +
|dc+0=You gain a general understanding of the text and its intent, but may be missing some minor details. Further work may refine your understanding.
 +
|dc-1=You have no understanding of the text whatsoever. Further work will not refine your understanding unless you receive some insight into the text or language from an outside source.
 +
|dc-6=You have a general, and ultimately wrong, sense of the text. Further work will not refine your understanding unless you receive some insight into the text or language from an outside source.
 +
}}
 +
 
 +
===Rank 4 Uses===
 +
 
 +
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#Encryption|Encryption]]====
 +
Aside from analyzing them, you can also create codes on your own or compose messages in codes that you understand.</onlyinclude> You can create codes with a decryption DC up to 20 + your ranks in Ciphers. It takes 4 hours to create a new code, less 1/2 hour for each 1 point less you accept for the decryption DC, to a minimum of 30 minutes. You can generate messages in any code that you have on hand or have analyzed, whether you created it or not, regardless of decryption DC. Material written entirely in an encrypted cipher, as opposed to hidden in a larger and otherwise normal message, is considered magical writing. It cannot be understood with ''[[SRD:Comprehend Languages|comprehend languages]]'' unless the caster knows the cipher themselves or their [[SRD:Caster Level|caster level]] + 15 is equal to or greater than the code DC.<onlyinclude>
  
'''Base DC:''' 10 + object’s caster level<br />
 
'''Check Result:'''
 
*DC+0 and above: You learn which spell is stored within the work, and can either attempt to activate it yourself later, give it to the appropriate spellcaster friend, or sell it without being particularly ripped off.
 
*DC-1 and below: You fail to identify the spell stored within the object.<onlyinclude>
 
  
 
===Rank 8 Uses===
 
===Rank 8 Uses===
Line 68: Line 157:
  
 
You are unable to learn the spoken form of the language without a native speaker, however. If you have access to the spoken form of a language that you are fluent in the written form of, by listening to native speakers or magical recordings, you may learn the language even if it is normally restricted and they aren't actually trying to teach it to you. Learning a language in this way does not cost any skill points.<onlyinclude>
 
You are unable to learn the spoken form of the language without a native speaker, however. If you have access to the spoken form of a language that you are fluent in the written form of, by listening to native speakers or magical recordings, you may learn the language even if it is normally restricted and they aren't actually trying to teach it to you. Learning a language in this way does not cost any skill points.<onlyinclude>
 +
  
 
===Rank 10 Uses===
 
===Rank 10 Uses===
  
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#If Books Could Kill|If Books Could Kill]]====
+
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#Defensive Reading|Defensive Reading]]====
You’re familiarity with writing, hidden messages, and symbols has made you familiar with their magical variants. Spells such as Explosive Runes, Sepia Snake Sigil, Secret Page, and the various Symbols can be triggered during reading, and you are prepared for them.</onlyinclude> If you are about to trigger a magical effect by reading it, you are entitled to a Ciphers check (DC 15 + Caster Level) to avoid triggering it entirely. This check is treated like a saving throw, you either pass it and avoid triggering the effect or fail and trigger it. In either case you are aware of the effect after your check. If the effect is not triggered, but merely a standing effect that alters the page like Secret Page, you are entitled to a Ciphers check at the same DC to notice the effect. Once you notice an effect on a page you may use your Ciphers skill to disable it as if it were a magical trap. This check has a DC of 15+ Caster Level, and requires 2d4 full rounds to complete. The results of your work are listed on the table below.
+
Familiarity with dead languages and codes alone won’t get you access to all of the secret writing in the world. There are many magical tricks to be prepared for, both those that might conceal truth and those that might harm you. You are familiar with these magical writings, including spells such as [[SRD:Explosive Runes|''explosive runes'']], [[SRD:Illusory Script|''illusory script'']], [[SRD:Sepia Snake Sigil|''sepia snake sigil'']], [[SRD:Secret Page|''secret page'']], and the various ''symbols'', and you are prepared for all of them.</onlyinclude>
 +
 
 +
If you are about to trigger a magical effect by reading it, you are entitled to a Ciphers check (DC 16 + Caster Level) to avoid the effect. This check is treated like a saving throw; you either pass it and avoid triggering the effect or fail the check and trigger the effect. In either case, you are aware of the effect after your check. If the effect is not triggered, but merely a standing effect that alters the page, like ''secret page'', you are entitled to a Ciphers check (DC 16 + Caster Level) to notice the effect.
 +
 
 +
Once you are aware of an effect on a page, you may use your Ciphers skill to disable it as if it were a magical trap. This check has a DC of 16 + Caster Level, and requires 1d4 full rounds to complete. The results of your work are listed on the table below.
 +
 
 +
{{ToP Check Result
 +
|dc=16 + caster level
 +
|dc+10=You can either disable and remove the magic without issue, suppress it as indicated below, or make minor modifications to the magic as if you were casting the spell yourself. Maybe you change the secret word, or change the targeting instructions. These modifications are obvious to anyone who inspects the work, but that means that they probably have to survive it first.
 +
|dc+5=You can either disable and remove the magic as if it were successfully dispelled, or you can suppress it for up to 5 rounds per rank in the Ciphers skill.
 +
|dc+0=You disable and remove the magic. It can’t hurt or frustrate you anymore.
 +
|dc-1=You believe that you have disabled and removed the magic, but you haven’t actually done that. If it can trigger against you, it does when you try to move on. It does not trigger if you simply close the book or walk away, though. If it was instead a constant effect and could not trigger, like a ''secret page'', you instead find a slightly incorrect version of the hidden text.
 +
|dc-6=The magic triggers immediately, subjecting you to the full effect. If you were attempting to work past a passive effect, like ''secret page'', the hidden message is destroyed as if it were subjected to an [[SRD:Erase|''erase'']] spell. In general, the worst thing that could happen to you from monkeying with the effect occurs.
 +
}}
 +
 
 +
 
 +
===Minimum Rank 14 Uses===
 +
 
 +
====[[Tome of Prowess (3.5e Sourcebook)/Ciphers#Attune Pages|Attune Pages]]====
 +
Your time with the study of symbols, written language, and codes has shown you one of their deeper secrets – that symbols will propagate on their own under the right conditions. With a bit of time and effort, you may prepare or maintain a page that is linked to another somewhere else in the world so that everything written on one page is instantly transmitted to the other.</onlyinclude>
  
You are also well versed in placing such traps, if they are a part of your class abilities. You may use your Ciphers ranks in place of your caster level when determining how difficult it is for others to notice and avoid your magical scribbling, but this does not increase any other aspects of the spell.
+
When you write on a page that has been properly prepared, any mark that you make is instantly transmitted to the attuned page so long as the two pages are on the same plane. If the pages are on different planes, this transmission is delayed until such time as they are on the same plane again, at which time they immediately fill up with the writing on their attuned partner. The number of attuned pairs you may maintain is determined by your ranks in Ciphers, as described below.  
  
'''Base DC:'''15 + caster level<br />
+
Attuned pages are generally similarly sized to avoid rescaling issues. Each page may be up to 12” &times; 12” in size, and larger pages simply use up additional attunements. Maintenance of these pages requires you to work with one page from each attuned pair daily; you may meet the maintenance requirement for all pages with one 10 minute span if you desire. If you do not maintain a page from a set for over 30 hours, the set loses its attunement. Adding a new set requires 1 hour.
'''Check Result:'''
 
*DC+10 and above: You can either disable and remove the magic without issue, suppress it as indicated below, or make minor modifications to the magic as if you were casting the spell yourself. Maybe you change the secret word, or change the targeting instructions. These modifications are obvious to anyone who inspects the work, but that means that they probably have to survive it first.  
 
*DC+5 to DC+9: You can either disable and remove the magic as if it were successfully dispelled or you can suppress it for up to 5 rounds per rank in the Ciphers skill.
 
*DC+0 to DC+4: You disable and remove the magic. It can’t hurt or frustrate you anymore.
 
*DC-1 to DC-5: You believe that you have disabled and removed the magic, but you haven’t actually done that. If it can go off, it does when you try to move on.
 
*DC-6 and below: The magic goes off in your face. If you were attempting to dispel a non-offensive effect like secret page, the hidden message is message is destroyed as if it were subjected to an erase spell. In general, the worst thing that could happen to you from monkeying with the effect is what happens.
 
  
  
 
----
 
----
 
{{3.5e Tome of Prowess Breadcrumb/Skills}}
 
{{3.5e Tome of Prowess Breadcrumb/Skills}}

Latest revision as of 00:10, 16 November 2017

Ciphers[edit]

Ciphers is an analysis skill. It is primarily concerned with the obscuring or discovering of meaning in written words, whether they be encrypted or written in common, obscure, or dead languages. With it, you can piece together patterns in written work to translate foreign or ancient languages or crack codes that hide meaning, as well as create your own codes to hide meaning in your own correspondence. Those with a great deal of skill in Ciphers can even avoid triggering written trap effects or create special attuned books.

Key Attribute: Intelligence

Encryption and You

You can generate messages in any code that you have on hand, whether you have ranks in Ciphers or not, regardless of decryption DC. You can also decrypt messages written with any code that you have on hand, though determining which code a piece is using is a difficult process. Most coded messages are transmitted in a code known to each party beforehand as a result.

Encoding material doesn’t do much good if a spellcaster can just magic the meaning out of it. For this reason, we treat material written entirely in an encrypted cipher as magical writing, whether it is hidden in a larger and otherwise normal message or not. It cannot be understood with comprehend languages unless the caster knows the cipher themselves or their caster level + 16 is equal to or greater than the code DC. Codes can thus be broken by magic, but if you can afford a good code, it has to be really good magic.

Table: DC Modifiers[edit]
Circumstance Example DC
Modifier
Unknown alphabet system Russian, Elvish +5
Unknown syllabary system Japanese katakana, Arabic +8
Unknown logographic system Egyptian hieroglyphics +10
Unknown language, known alphabet Gnomish writing when you know dwarven script +0
Unknown language, known syllabary (This possibility has no contemporary or fantasy examples) +3
Unknown language, known logographs Chinese characters (hanzi) when you know Japanese kanji +5
Simple or repetitive subject matter Time tables, troop rosters −5
Complex or specialized subject matter Alchemy treatise, legal document +5
Very short message 1 - 10 words in length +5
Short message 11 - 100 words in length +3
Long message or short text 101 - 1000 words in length 0
Long text 1001 - 10000 words in length −3
Very long text 10001+ words in length −5
Table: Check Modifiers[edit]
Condition Check Modifier
Rushing a 10-minute action to a 2 ½-minutes action −5
Rushing a 5-minute action to a 1-minute action −5
Rushing a 2 ½-minute action to a 5-round action −5
Rushing a 1-minute action to a 2-round action −5
Rushing a 5-round action to a 1-round action −5
Rushing a 2-round action to a standard action −5
Rushing a 1-round or full-round action to a standard action −3
Rushing a standard action to a move action −2
Rushing a standard or move action to a swift action −5
Table:Default Written Languages[edit]
Spoken Language Base Written Language Type Restrictions
Abyssal Infernal Logograph Planar
Aquan Elemental Syllabary Planar
Auran Elemental Syllabary Planar
Celestial Celestial Alphabet Planar
Common Common Alphabet
Draconic, High Draconic Logograph Secret
Draconic, Low Draconic Syllabary
Druidic Druidic Logograph Secret
Dwarven Dwarven Alphabet
Elven Elven Syllabary
Giant Dwarven Alphabet
Gnome Dwarven Alphabet
Goblin Dwarven Alphabet
Gnoll Common Alphabet
Halfling Common Alphabet
Ignan Elemental Syllabary Planar
Infernal Infernal Logograph Planar
Orc Dwarven Alphabet
Sylvan Elven Syllabary
Terran Elemental Syllabary Planar
Undercommon Elven Syllabary

Special[edit]

Learn Written Language[edit]

The first ciphers to learn are the trivial ones that help you decipher the greatest amount of secrets – other written languages. For every odd rank in this skill that you possess, you know the written form of a language for which you already know the syllabary or alphabet. For every even rank that you possess in this skill, you may learn one additional alphabet, syllabic, or logographic system as well as the written form of a language that uses that system. The languages that you may learn are limited by your total ranks in the skill, as indicated below.

A Word on Written Words

Written language is an extremely varied thing in the real world, and it’s worth supporting and encouraging some of that variety in the rules. So here we break written languages into three groups: alphabetic written languages have symbols for consonants and vowels, syllabic written languages have symbols for consonant-vowel pairs, and logographic written languages have symbols for expressing full words or ideas. These three groups can contain every writing system ever known in the world (though we are glossing over some details here, particularly those about syllabaries), and so should contain every writing system you’re likely to run across in a fantasy world.

But even though the possibilities for a written language are quite varied, it is also true that cultures tend to adopt common practices and symbol forms from their neighbors or trading partners that diminishes some of the variety within a region. As a result, entirely different spoken languages can use the same, or very similar, writing styles despite using different words for the same concept. Knowing a very close written relative of a language won’t allow you to read a different language, but it will make your guesses as to its meaning much more accurate; since you don’t have to relearn everything about it. An ‘a’ is still an ‘a’ in these cases, and that’s a substantial leg up. To use an example from the SRD, Dwarven and Gnomish use the same alphabet, despite having different spoken forms, and so attempting to decipher messages written in one is easier if you already know the other.

It is this sort of translational applicability that causes all those who truly dedicate themselves to the study of deciphering old texts to learn as many written languages as possible. Since you never know when a current language will be related to an old dead one, it’s worthwhile to know as many written languages as possible.

Untrained Uses[edit]

None. Sorry, you actually can’t do this stuff without a bit of training.


Rank 1 Uses[edit]

Decipher Text[edit]

Dusty tomes and ancient manuscripts are rarely written in the current common tongue. They may not even be written with the common letters. But they may contain useful information, and you have enough experience with other languages to glean meaning from them. With a bit of time, you can find meaning in the meaningless strings of characters of other, often older, languages. These are the first ciphers that you learn to decode, though with practice, you will be able to find meaning in work that has been intentionally obscured.

The base DC for this check is 20, or the DC of any unknown encryption scheme used in the work, but it is modified by the difficulty of the language system, the type of material within the work, and the length of the work. As there are quite a lot of different texts to decipher out there, the DC can vary quite a bit from the base value, and you generally do not know what the actual DC to decipher a text is. The degree to which you understand the material is determined by your check result as indicated below. Understanding the material does not give you any special insight into it, however, and it is entirely possible that the meaning you uncover has a special coded meaning for a recipient that is lost to you.

Each check requires one minute per 100 words (the average handwritten book contains approximately 400 words per page, individual books and languages may vary), which must be spent before you can make the check. You may, however, break up longer works into multiple checks if you prefer. As this will allow you to gain a sense of whether it’s worth the time investment to decipher a longer work, it can often be worth doing despite the higher DC.

Special: Once you have decoded 1000 words using a particular encryption scheme, you are considered to know that encryption scheme. You no longer suffer a higher base DC when you run across it, and may employ it in your own work as well.

DC: 20, or decryption DC, + conditions
Check Result 
DC+5 and above You gain a very clear understanding of the text, including most details. You recognize any parts within the work that seem odd, out of place, or nonsensical as well. 
DC+0 to DC+4 You gain a general understanding of the text and its intent, but may be missing some minor details. Further work may refine your understanding. 
DC-1 to DC-5 You have no understanding of the text whatsoever. Further work will not refine your understanding unless you receive some insight into the text or language from an outside source. 
DC-6 and below You have a general, and ultimately wrong, sense of the text. Further work will not refine your understanding unless you receive some insight into the text or language from an outside source.

Rank 4 Uses[edit]

Encryption[edit]

Aside from analyzing them, you can also create codes on your own or compose messages in codes that you understand. You can create codes with a decryption DC up to 20 + your ranks in Ciphers. It takes 4 hours to create a new code, less 1/2 hour for each 1 point less you accept for the decryption DC, to a minimum of 30 minutes. You can generate messages in any code that you have on hand or have analyzed, whether you created it or not, regardless of decryption DC. Material written entirely in an encrypted cipher, as opposed to hidden in a larger and otherwise normal message, is considered magical writing. It cannot be understood with comprehend languages unless the caster knows the cipher themselves or their caster level + 15 is equal to or greater than the code DC.


Rank 8 Uses[edit]

Rosetta Stone[edit]

You know your way around a text, even when it’s written in an obscure, insane, dead language. If you read enough of a dead language, you can eventually become fluent in it. Each successful use of your Decipher Script ability provides you a +2 cumulative bonus for works written in the same language. If this bonus reaches +10, you no longer need to make checks to read the language, and are actually fluent in its written form. You can even compose messages in it if you like.

You are unable to learn the spoken form of the language without a native speaker, however. If you have access to the spoken form of a language that you are fluent in the written form of, by listening to native speakers or magical recordings, you may learn the language even if it is normally restricted and they aren't actually trying to teach it to you. Learning a language in this way does not cost any skill points.


Rank 10 Uses[edit]

Defensive Reading[edit]

Familiarity with dead languages and codes alone won’t get you access to all of the secret writing in the world. There are many magical tricks to be prepared for, both those that might conceal truth and those that might harm you. You are familiar with these magical writings, including spells such as explosive runes, illusory script, sepia snake sigil, secret page, and the various symbols, and you are prepared for all of them.

If you are about to trigger a magical effect by reading it, you are entitled to a Ciphers check (DC 16 + Caster Level) to avoid the effect. This check is treated like a saving throw; you either pass it and avoid triggering the effect or fail the check and trigger the effect. In either case, you are aware of the effect after your check. If the effect is not triggered, but merely a standing effect that alters the page, like secret page, you are entitled to a Ciphers check (DC 16 + Caster Level) to notice the effect.

Once you are aware of an effect on a page, you may use your Ciphers skill to disable it as if it were a magical trap. This check has a DC of 16 + Caster Level, and requires 1d4 full rounds to complete. The results of your work are listed on the table below.

DC: 16 + caster level
Check Result 
DC+10 and above You can either disable and remove the magic without issue, suppress it as indicated below, or make minor modifications to the magic as if you were casting the spell yourself. Maybe you change the secret word, or change the targeting instructions. These modifications are obvious to anyone who inspects the work, but that means that they probably have to survive it first. 
DC+5 to DC+9 You can either disable and remove the magic as if it were successfully dispelled, or you can suppress it for up to 5 rounds per rank in the Ciphers skill. 
DC+0 to DC+4 You disable and remove the magic. It can’t hurt or frustrate you anymore. 
DC-1 to DC-5 You believe that you have disabled and removed the magic, but you haven’t actually done that. If it can trigger against you, it does when you try to move on. It does not trigger if you simply close the book or walk away, though. If it was instead a constant effect and could not trigger, like a secret page, you instead find a slightly incorrect version of the hidden text. 
DC-6 and below The magic triggers immediately, subjecting you to the full effect. If you were attempting to work past a passive effect, like secret page, the hidden message is destroyed as if it were subjected to an erase spell. In general, the worst thing that could happen to you from monkeying with the effect occurs.


Minimum Rank 14 Uses[edit]

Attune Pages[edit]

Your time with the study of symbols, written language, and codes has shown you one of their deeper secrets – that symbols will propagate on their own under the right conditions. With a bit of time and effort, you may prepare or maintain a page that is linked to another somewhere else in the world so that everything written on one page is instantly transmitted to the other.

When you write on a page that has been properly prepared, any mark that you make is instantly transmitted to the attuned page so long as the two pages are on the same plane. If the pages are on different planes, this transmission is delayed until such time as they are on the same plane again, at which time they immediately fill up with the writing on their attuned partner. The number of attuned pairs you may maintain is determined by your ranks in Ciphers, as described below.

Attuned pages are generally similarly sized to avoid rescaling issues. Each page may be up to 12” × 12” in size, and larger pages simply use up additional attunements. Maintenance of these pages requires you to work with one page from each attuned pair daily; you may meet the maintenance requirement for all pages with one 10 minute span if you desire. If you do not maintain a page from a set for over 30 hours, the set loses its attunement. Adding a new set requires 1 hour.



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