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 | + | '''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. |
− | 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. | + | 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. | |
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See Also,<br> | See Also,<br> | ||
− | [[Heraldry, Signs & Sigils (sage study) | + | [[Heraldry, Signs & Sigils (sage study)]]<br> |
− | [[Recognition of Signs I (sage ability) | + | [[Recognition of Signs I (sage ability)]]<br> |
− | [[Recognition of Signs II (sage ability) | + | [[Recognition of Signs II (sage ability)]] |
− | [[Category: Sage Abilities]] | + | [[Category: Sage Abilities]][[Category: Don't Review until 2022]] |
Latest revision as of 19:53, 2 October 2021
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 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.
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.
See Also,
Heraldry, Signs & Sigils (sage study)
Recognition of Signs I (sage ability)
Recognition of Signs II (sage ability)