Common languages and their alphabets are summarized on the table below.
| Language | Typical Speakers | Alphabet |
|---|---|---|
| Abyssal | Demons, chaotic evil outsiders | Infernal |
| Aquan | Water-based creatures | Elven |
| Auran | Air-based creatures | Draconic |
| Celestial | Good outsiders | Celestial |
| Common | Humans, halflings, half-elves, half-orcs | Common |
| Draconic | Kobolds, troglodytes, lizardfolk, dragons | Draconic |
| Druidic | Druids (only) | Druidic |
| Dwarven | Dwarves | Dwarven |
| Elven | Elves | Elven |
| Giant | Ogres, giants | Dwarven |
| Gnome | Gnomes | Dwarven |
| Goblin | Goblins, hobgoblins, bugbears | Dwarven |
| Gnoll | Gnolls | Common |
| Halfling | Halflings | Common |
| Ignan | Fire-based creatures | Draconic |
| Infernal | Devils, lawful evil outsiders | Infernal |
| Orc | Orcs | Dwarven |
| Sylvan | Dryads, brownies, leprechauns | Elven |
| Terran | Xorns and other earth-based creatures | Dwarven |
| Undercommon | Drow | Elven |
Other, more complex, languages are described below.
Battle Signals: Battle signals are a relatively simple form of sign language allowing rapid and silent communication on the battlefield. Sending a communication via battle signals requires at least one free hand. Most orders that can be communicated using battle signals are relatively straightforward, such as “Attack now”, “Stay here”, “Go over there”, or “Surround that target”; the language is incapable of more complex communication. You can’t, for example, use battle signals to convey more than one order at a time to a certain target (such as “Climb that hill and then defend the spot”) or to communicate a conditional instruction (such as “Attack only if you see orcs”).
An intended target of the communication must be within 120 feet and be able to see the character using battle signals in order to understand him. Even those who do not know battle signals can make a DC 15 Intelligence check to understand any simple command (of up to three words in length) communicated via battle signals. Battle signals have no alphabet or written form. This kind of communication transcends normal language barriers, though creatures must be vaguely humanoid in form to use it.
A semaphore version of battle signals exists, whereby characters who know the signals can use flags or banners to communicate over longer distances. This counts as a separate language from the hand signals described above and can only be understood by those who have specifically learned the semaphore version. Semaphore battle signals can be read from ten times farther away than hand signals (up to 1,200 feet); use of a spyglass doubles this range (up to 2,400 feet, or almost half a mile).
Drow Sign Language: Drow Sign Language is unlike any other language. A complex harmony of gestures, facial expressions, and body language, it is all but impossible to comprehend by those not fluent in the “tongue”. Though it lacks a vocal component, Drow Sign Language is otherwise like any other language, with a robust vocabulary and even a written form. This script, however, is as unusual as the “spoken” form of the language. Consisting of symbols that illustrate the proper hand motions with emphasis marks to indicate other physical gestures, it might be overlooked by those unfamiliar with the tongue, and interpreted as just more of the whorls and patterns that decorate drow settlements.
Drow Sign Language cannot be used as part of a spell’s verbal component. However, Drow Sign Language is quite similar to the somatic gestures used to cast arcane spells. An arcane spellcaster who is fluent in Drow Sign Language gains a +2 bonus on Spellcraft checks made to identify a spell being cast (if it has a somatic component), and increases by 2 the Spellcraft DC to identify any of her spells as she casts them (whether or not those spells have somatic components).
Dancing Lights: Drow Sign Language relies on sight to transmit messages — and is usually used when underground — so it is largely ineffectual when directed at those out of darkvision range. To compensate for the challenges imposed by their native environment, the drow have learned to manipulate their innate ability to use dancing lights to communicate over longer distances.
To use this ability, a drow must use dancing lights and make a successful DC 15 Spellcraft check (or DC 20 for complex messages). As with Bluff, if the Spellcraft check fails by 4 or less, the drow can’t get the message across. Failure by 5 or more indicates that false information is communicated.
Action: Not applicable.
Try Again: Not applicable. There are no Speak Language checks to fail.
The Speak Language skill doesn’t work like other skills. Languages work as follows.
Source: Player’s Handbook (Page 82)