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

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[[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''' is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] that gives knowledge, on sight, of the hidden meanings behind signs, [[Sigil|sigils]] and symbols used by [[Cabal (organisation)|cabals]] and [[Guild (organisation)|guilds]]. These marks are used to indicate the location of secret places, warnings and even code words, which the character can use to better navigate safely around large cities — where most signs of this type are located.
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'''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.
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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.
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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.
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Often, the signs themselves are concealed in places that only intended persons are supposed to know — under stones, on top of doors, within the pages of books and so on.  On entering an area possessing a sign like this, there is a 4 in 6 chance the character will notice something "odd" about the place at once; and upon a few minutes reflection, will go right to the place where the mark is written and understand what it says.  This can be a useful way for the DM to provide adventure exposition to the player.
 
  
The ability also grants the character a complete knowledge of magical glyphs and runes, though not how to inscribe them.  In no way does the knowledge permit the removal of these things either.  However, this knowledge can be useful in forewarning the character and player party, with the possibility of another individual having the ability to circumvent the mark or deactivate it.
 
  
  

Revision as of 15:08, 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.

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.



See Also,
Heraldry, Signs & Sigils (sage study)
Recognition of Signs I (sage ability)
Recognition of Signs II (sage ability)