The DM may make a lore check for any Player whose character has an an association with the topic or object being investigated. For example: thieves might know about other/famous thieves; clerics might have knowledge about other deities, their symbols, followers, etc.: a magic-user might be able to gain an understanding about the meaning of a symbol or the type of spell research being done in a lab based on the materials and equipment; race-classes (dwarves, elves, etc.) would have knowledge of the lore of their race; characters with ties to nature (e.g., rangers, druids, wood elves, gnomes) would have some knowledge of plants and animals, and their respective ecologies.
Procedure: The DM should first determine how uncommon or uncommon the subject is before the lore check is made. The DM then rolls 2d6 for the character making the lore attempt, checks the column appropriate to the subject obscurity, and provides the appropriate amount of information to the player.
Arcane Symbols: The ability to understand an arcane symbol does not grant the ability to read the symbol aloud or activate its magic (if speaking the symbol aloud is required). Likewise, it does not provide the ability to disarm any magic held in/by the symbol (dispell magic will most often still be required to do this).
Sigils: The ability to recognize the sigil of an outsider (e.g., a demon, devil, angel, etc.) does not grant the ability to know the being’s true name, nor the ability to read the sigil aloud.
The folowing rules are optional and may be adjusted at the discretion of the DM.
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