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''' 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.
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'''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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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.
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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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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.
 
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See Also,<br>
 
See Also,<br>
[[Heraldry, Signs & Sigils (sage study)|Heraldry, Signs & Sigils]]<br>
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[[Heraldry, Signs & Sigils (sage study)]]<br>
[[Recognition of Signs I (sage ability)|Recognition of Signs I]]<br>
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[[Recognition of Signs I (sage ability)]]<br>
[[Recognition of Signs II (sage ability)|Recognition of Signs II]]
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[[Recognition of Signs II (sage ability)]]
  
[[Category:Lacks Image]]
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[[Category: Sage Abilities]][[Category: Don't Review until 2022]]
[[Category:Needs Rewrite]]
 

Latest revision as of 19:53, 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 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)