has anyone come up with an alturnative to the standard Identify spell?

Here is one that is something similar to a spell someone described in another post about 6 months ago. It's not a serious spell, but it's a lot of fun.

Summon Mak’ Toth
Conjuration
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Summons Mak’ Toth
Duration: Until 3 questions are answered or 1 Turn/level
Saving Throw: None
Spell Resistance: No


This spell summons Mak’ Toth, an Imp from the Nine Hells. Mak’ Toth is very knowledgeable about magical items. He will answer any 3 yes or no questions honestly, per summons, about any magic item you show him. Or, You may ask 1 direct question such as “What does this do?” or “What is the command word?” When asked a direct question there is a chance Mak’ Toth will flat out lie or just say I don’t know. The DM rolls 1d100, 1-35 he lies, 36-50 he doesn’t know, and 51-100 he knows and tells the truth. Mak'Toth can only be summoned once a week.
Material Component: A pinch of Sulfur and Fool’s gold.

Of course, when Mak'Toth is summoned he is always irritated and has an attitude problem. He's always doing something more important than what you want him for.
:D
 

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ced1106 said:
Personally, I'm happy the Identify is no longer the "Pick it up, know everything about it" spell. Diviniation spells pretty much throw out a good number of adventure hooks and surprises by the GM. If the sword has a mysterious history and heritage, it's much more interesting to the players than that it's a +1 sword, +3 vs. lycanthropes.


Nothing to do with the above, but...

GM: "You put the ring on and turn invisible."
Player: "I cast Identify on it."
GM: "The ring enhaces your abilities a thousand-fold but only if you are of a sufficiently high level. Its evil is great and will corrupt you over time. You can only destroy the ring at its source, a mountain many leagues away."
Player: "Cool! I keep it until I'm 20th level."


Cedric.
aka. Washu! ^O^

This is why special items might require more research. Sometimes you just want to give them a longsword +1 +3 vs shapechangers and not have a big song and dance about it.
 

Standard identify may be acceptable for long-term campaigns but I find it a pain in the rear for mini campaigns and one-shots.

Here's an alternative I have tried:

A spellcraft check (taking one minute to examine the object) reveals all significant beneficial uses of the item. DC can vary somewhat (keeps a little bit of the element of mystery) but typically something like 15 for minor items, 20 for medium items and 25 for major items. Potions I do a little differently -- allow Alchemy or Spellcraft and the DC is lower (10-15-20), plus all characters can easily identify potions of curing.
 

I plan on using an Olde Fantasy world, so I'm ripping Idenitfy right out of the book.

Magical items only work for those who've attuned to it, (Put XP into it to make it magical), or learned about its' history, done deeds to unlock its' powers to them, etc etc, be made, or it's a very minor magical item.

This offers adventure hooks. :)
 

maddman75 said:


This is why special items might require more research. Sometimes you just want to give them a longsword +1 +3 vs shapechangers and not have a big song and dance about it.

THat would be called A Shapechanger Bane sword. :) (I like SKReynold's lesser Bane, myself).
 

identify spell

I saw a version that was based on the gold price of the item with identify improving as the caster rose in level. has anyone seen anything like this?
 

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