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

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 8: Line 8:
 
[[Recognition of Signs I (sage ability)|Recognition of Signs I]]<br>
 
[[Recognition of Signs I (sage ability)|Recognition of Signs I]]<br>
 
[[Recognition of Signs II (sage ability)|Recognition of Signs II]]
 
[[Recognition of Signs II (sage ability)|Recognition of Signs II]]
[[Category:Placeholder]]
+
 
 +
[[Category:Lacks Image]]
 +
[[Category:Needs Rewrite]]

Revision as of 20:38, 15 July 2020

Recognition of Signs III brings into the character's 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