Difference between revisions of "Recognition of Signs III (sage ability)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
[[File:Recognition of Signs III (sage ability).jpg|right|490px|thumb]]
 
[[File:Recognition of Signs III (sage ability).jpg|right|490px|thumb]]
'''Recognition of Signs III''' brings into the character's knowledge an plethora of conspiratorial signs for secret societies, including the [[Thieves' Guild|thieves']] or [[Assassin's Guild|assassin's guilds]] - and the means to locate these organizations or contact them peaceably for the purpose of negotiation. The ability does not guarantee the character's safety.
+
'''Recognition of Signs III''' is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Heraldry, Signs & Sigils (sage study)|Heraldry, Signs & Sigils]] that grants the character an innate understanding of the hidden meanings behind highly secret [[Sigil|sigils]], symbols and signs used by [[Cabal (organisation)|cabals]] and [[Guild (organisation)|guilds]]. These markings often indicate the locations of secret places, hidden warnings or coded messages, allowing the character to navigate large cities more safely and effectively — where such signs are most commonly found.  This presumes a comprehension of the legitimacy of such signs, distinguishing them from false renderings.
 +
__TOC__
 +
These signs are frequently placed in obscure or well-concealed locations, known only to those meant to find them — beneath loose stones, atop doorframes, within book margins and other discreet spots. Upon entering an area containing such a mark, the character has a 4 in 6 chance of immediately sensing something unusual. With a few minutes of focused observation, they can locate the sign and interpret its meaning. This ability serves as a useful tool for the DM to deliver adventure exposition to the player.
  
Additionally, the character is able to identify the meaning behind magical glyphs and runes, though this in no way enables the removal of such, nor does it guarantee in any manner the ability of the character to locate these marks. However, as such marks will be seen if an attempt to [[Find Traps (spell)|find traps]] is successful, the symbol's meaning could then be determined.
+
Additionally, the ability grants a complete understanding of magical glyphs and runes, though it does not extend to their creation or activation. The knowledge also does not permit the removal of these marks but can serve as a warning, providing the player party with critical insight. In some cases, another character may possess the skills necessary to bypass or deactivate the mark, allowing for further strategic decision-making.
<br>
 
<br>
 
See Also,<br>
 
[[Heraldry, Signs & Sigils (sage study)|Heraldry, Signs & Sigils]]<br>
 
[[Recognition of Signs I (sage ability)|Recognition of Signs I]]<br>
 
[[Recognition of Signs II (sage ability)|Recognition of Signs II]]
 
  
[[Category:Lacks Image]]
+
== Deductions ==
[[Category:Needs Rewrite]]
+
Within the dungeon master's purview, this knowledge could allow the character to deduce patterns and networks of secret communication within a city.  By recognising clusters of sigils in different districts, they could map out the hidden movements of criminal organizations, spies or rival factions. This understanding could provide strategic advantages, revealing hidden gathering spots, supply caches or routes used by clandestine groups operating under the surface of everyday urban life.
 +
 
 +
 
 +
See also,<br>
 +
[[Recognition of Signs I (sage ability)]]<br>
 +
[[Recognition of Signs II (sage ability)]]<br>
 +
[[The Church (sage field)]]
 +
 
 +
[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 15:15, 3 February 2025

Recognition of Signs III (sage ability).jpg

Recognition of Signs III is an expert-status sage ability in the study of Heraldry, Signs & Sigils that grants the character an innate understanding of the hidden meanings behind highly secret sigils, symbols and signs used by cabals and guilds. These markings often indicate the locations of secret places, hidden warnings or coded messages, allowing the character to navigate large cities more safely and effectively — where such signs are most commonly found. This presumes a comprehension of the legitimacy of such signs, distinguishing them from false renderings.

Contents

These signs are frequently placed in obscure or well-concealed locations, known only to those meant to find them — beneath loose stones, atop doorframes, within book margins and other discreet spots. Upon entering an area containing such a mark, the character has a 4 in 6 chance of immediately sensing something unusual. With a few minutes of focused observation, they can locate the sign and interpret its meaning. This ability serves as a useful tool for the DM to deliver adventure exposition to the player.

Additionally, the ability grants a complete understanding of magical glyphs and runes, though it does not extend to their creation or activation. The knowledge also does not permit the removal of these marks but can serve as a warning, providing the player party with critical insight. In some cases, another character may possess the skills necessary to bypass or deactivate the mark, allowing for further strategic decision-making.

Deductions

Within the dungeon master's purview, this knowledge could allow the character to deduce patterns and networks of secret communication within a city. By recognising clusters of sigils in different districts, they could map out the hidden movements of criminal organizations, spies or rival factions. This understanding could provide strategic advantages, revealing hidden gathering spots, supply caches or routes used by clandestine groups operating under the surface of everyday urban life.


See also,
Recognition of Signs I (sage ability)
Recognition of Signs II (sage ability)
The Church (sage field)