Contingent Venom

Necromancy [poison]
Level: Artificer * 4, Shaman * 4, Sorcerer */Wizard * 4
Components: V, S, M (herbs used in antitoxins worth 100 gp)
Casting Time: 1 Standard Action
Range: touch
Target: one dose of poison or one venomous creature
Duration: permanent until discharged (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
  You greatly extend the time it takes for the poison you touch to take effect, giving that poison an onset time up to 1 hour per Caster Level and stipulating a specific condition or circumstance that will end the poison's onset time and cause it to take effect (You touch the poison's container, so you don't risk exposing yourself to a contact poison).
  The conditions for triggering the poison can be as general or as detailed as desired, but the triggers must be visual or audible, or else based on physical contact with or consumption of a specific Object, substance, or creature.
  Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal Darkness does not defeat a visual trigger, but magical Darkness or Invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. This spell cannot distinguish alignment, level, Hit Dice, or class except by external garb.
  The range limit of a trigger is 15 feet per Caster Level, so an 8th level caster can command a magic mouth to respond to triggers as far as 120 feet away. Regardless of range, visible or audible triggers can only respond to actions in line of sight or within hearing distance.
  This triggering condition can either result in the immediate onset of the poison, or cause the poison to take effect a number of rounds after being triggered no greater than 1 round per Caster Level. You must make all decisions involving triggering when you cast contingent venom, and you can't change those decisions later.
  The target doesn't attempt a saving throw when initially exposed to the languid venom, but instead saves at the end of the poison's onset time. If the poison is neutralized or otherwise cured prior to the end of its onset time, it is rendered harmless. Failing saves against multiple doses of languid venom have the normal cumulative effect for poisons (see the Poisons article).
  Languid venom is difficult to detect or identify. Detect Poison and similar effects detect languid venom only with a successful Caster Level check against a DC equal to 11 + your Caster Level (rolled secretly by the DM). Even if the poison is detected, the DC of Craft (alchemy) or Wisdom checks to identify the poison is increased by 10.
  If a poison is affected by an additional effect that requires a Caster Level check to detect the poison or increases the DC to identify it, such as Obscure Poison, those effects don't stack. Use only the Caster Level check with the higher DC and increase the DC of the check to identify the poison by the higher of the two.
  If cast upon a venomous creature, languid venom delays the onset of that creature's poison when the creature next delivers its natural poison.
  This spell functions as languid venom, but you can stipulate a specific condition or circumstance that will end the poison's onset time and cause it to take effect.