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

From The Authentic D&D Wiki
Jump to navigationJump to search
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]] 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 markers 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.
 +
 
 +
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.
 +
 
 +
_____Edit Line_____
 +
 
 +
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.
  
 
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 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.
Line 10: Line 16:
 
[[Recognition of Signs II (sage ability)|Recognition of Signs II]]
 
[[Recognition of Signs II (sage ability)|Recognition of Signs II]]
  
[[Category:Lacks Image]]
+
[[Category: Sage Abilities]]
[[Category:Needs Rewrite]]
 

Revision as of 18:45, 2 October 2021

Recognition of Signs III (sage ability).jpg

Recognition of Signs III is an expert-status sage ability that gives knowledge, on sight, of the hidden meanings behind signs, sigils and symbols used by cabals and guilds. These markers 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.

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.

_____Edit Line_____

knowledge an plethora of conspiratorial signs for secret societies, including the thieves' or 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.

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 is successful, the symbol's meaning could then be determined.

See Also,
Heraldry, Signs & Sigils
Recognition of Signs I
Recognition of Signs II