kevkas
First Post
I'm thinking about changing the way "Identify Magic Item" works in 4E because I don't really like it. I would like to create a ritual to do that, and I'm looking for suggestions (or a link to an already existing ritual if anybody has done it).
My intention is to create a ritual that works something like how the "Identify" spell worked in Baldur's Gate, or in 3rd edition. I just started thinking about this, so I don't have much in mind. Here's a couple of things I would like for this ritual (let's call it "Identify Magic Item" to keep it simple):
-Level: It HAS to be level 1 (classes that can use rituals as a class feature will have this ritual for free at the begining).
-Category: Divination
-Time: not really relevant for now... maybe 10-15 minutes? what do you think?
-Duration: Instantaneous (you cast it, and you identify 1 magic item).
-Component Type: the component type relates to the skill used to perform the ritual, which at this point I haven't decided yet.. I think it will probably be Arcana (don't know if Religion should be used to, but i'll talk about this a little more later), so the type would be Alchemical Reagents.
-Component Cost: something like 25-50 gp??
-Market Price: the maket price will have to be determined once I have the component cost, but I was thinking something like "component cost+50gp"
-Key Skill: if my intention is to create something similar to the "Identify" spell, then it would have to be "Arcana (no check)". But I was thinking that religion could work to (maybe some sort of "revelation" the character achieves through the use of the religion skill... or something like that). All in all, if you would identify a single magic item (entirely) per use of the ritual, I think there's not going to be checks involved (so no DCs), so the skill shouldn't be SO relevant (maybe just having the skill as a trained skill could be enough for being able to use the ritual).
-Effect: for the Effect entry I could just use the description of the Identify spell
·Baldur's Gate: "The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed".
·D&D 3rd ed.: "The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any)."
I think the description of the 3rd ed. spell works better (though I would change the last part about the charges to something related to how many times you can use a power that the item, or when it recharges)
And, as it says in the PHB for Identifying Magic Items: "Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item." (so I'm still not sure if the ritual should identify when an item is cursed or not).
That's all I have in mind for now, please give me your opinions and suggestions.
Thanks.
My intention is to create a ritual that works something like how the "Identify" spell worked in Baldur's Gate, or in 3rd edition. I just started thinking about this, so I don't have much in mind. Here's a couple of things I would like for this ritual (let's call it "Identify Magic Item" to keep it simple):
-Level: It HAS to be level 1 (classes that can use rituals as a class feature will have this ritual for free at the begining).
-Category: Divination
-Time: not really relevant for now... maybe 10-15 minutes? what do you think?
-Duration: Instantaneous (you cast it, and you identify 1 magic item).
-Component Type: the component type relates to the skill used to perform the ritual, which at this point I haven't decided yet.. I think it will probably be Arcana (don't know if Religion should be used to, but i'll talk about this a little more later), so the type would be Alchemical Reagents.
-Component Cost: something like 25-50 gp??
-Market Price: the maket price will have to be determined once I have the component cost, but I was thinking something like "component cost+50gp"
-Key Skill: if my intention is to create something similar to the "Identify" spell, then it would have to be "Arcana (no check)". But I was thinking that religion could work to (maybe some sort of "revelation" the character achieves through the use of the religion skill... or something like that). All in all, if you would identify a single magic item (entirely) per use of the ritual, I think there's not going to be checks involved (so no DCs), so the skill shouldn't be SO relevant (maybe just having the skill as a trained skill could be enough for being able to use the ritual).
-Effect: for the Effect entry I could just use the description of the Identify spell
·Baldur's Gate: "The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed".
·D&D 3rd ed.: "The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any)."
I think the description of the 3rd ed. spell works better (though I would change the last part about the charges to something related to how many times you can use a power that the item, or when it recharges)
And, as it says in the PHB for Identifying Magic Items: "Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item." (so I'm still not sure if the ritual should identify when an item is cursed or not).
That's all I have in mind for now, please give me your opinions and suggestions.
Thanks.