Sword of Spirit
Legend
Ever since 5e started, I haven't liked the way you can identify magic items just by playing with them for an hour, or casting an identify as a 10 minute ritual with no other cost.
This has been my house rule for years:
"An Intelligence (Arcana) check, detect magic, or other means is necessary to discover that an item is magical.
Focusing on an item [ie, during a short rest] won’t reveal its properties. The identify spell reveals one reliable hint to a magic item’s properties, and experimentation or Intelligence (Arcana) checks can provide additional hints. Attuning to an item grants even more insight.
Wielding or attuning to a charged item allows a character to sense how many charges it has remaining."
I'm not totally satisfied with this rule. While it accomplishes the original goal, it ends up with characters having items for years with vague descriptions of what they do, and little recourse to finally figure the item out other than time in an arcane library and a bunch of Arcana checks, which isn't the precise goal I was going for. As characters rise from low to mid (and eventually high) level, the issues should be minimized and they should just be able to know what items are if they are something standard, and if it's a unique item or a standard item with extra properties tacked on, they ought to know that is the case and what sorts of reasonable time and/or other resources can be used to determine them.
Basically, I want the results to look something like:
Skill Checks & Attunement: Anywhere from a hint about a property, to figuring out exactly what an item does (including that its cursed) with something to go on and a high enough check. The big downside is that this isn't reliable, because you could be mistaken.
Low Level Magic: Reliably determine basic item properties (+X weapon/armor, item that casts a single spell (hat of disguise) with little cost except time. Probably identify minor properties from the DMG tables and common magic items (which are essentially items that only have minor properties). Know if there is more going on with an item so you know that you'll need to devote more resources to determine the rest. Can't tell if an item is cursed, or that it's an artifact (but you know it's complicated enough that you can't determine what it's properties are). I assume a party has access to both detect magic and identify, so that is what this primarily takes into account.
Mid Level Magic: Spend resources to determine exactly what an item does, unless it's an artifact. Probably identify the nature of most (maybe all) curses).
High Level Characters: Be able to figure out just about anything through a combination of Legend & Lore and research.
I'm considering changing the identify spell so that you gain less info from it at 1st level and as a ritual, but gain more from it with a higher level spell slot and by consuming the component. Re-writing identify might get me most of the way there.
How would you go about achieving the goals I have?
This has been my house rule for years:
"An Intelligence (Arcana) check, detect magic, or other means is necessary to discover that an item is magical.
Focusing on an item [ie, during a short rest] won’t reveal its properties. The identify spell reveals one reliable hint to a magic item’s properties, and experimentation or Intelligence (Arcana) checks can provide additional hints. Attuning to an item grants even more insight.
Wielding or attuning to a charged item allows a character to sense how many charges it has remaining."
I'm not totally satisfied with this rule. While it accomplishes the original goal, it ends up with characters having items for years with vague descriptions of what they do, and little recourse to finally figure the item out other than time in an arcane library and a bunch of Arcana checks, which isn't the precise goal I was going for. As characters rise from low to mid (and eventually high) level, the issues should be minimized and they should just be able to know what items are if they are something standard, and if it's a unique item or a standard item with extra properties tacked on, they ought to know that is the case and what sorts of reasonable time and/or other resources can be used to determine them.
Basically, I want the results to look something like:
Skill Checks & Attunement: Anywhere from a hint about a property, to figuring out exactly what an item does (including that its cursed) with something to go on and a high enough check. The big downside is that this isn't reliable, because you could be mistaken.
Low Level Magic: Reliably determine basic item properties (+X weapon/armor, item that casts a single spell (hat of disguise) with little cost except time. Probably identify minor properties from the DMG tables and common magic items (which are essentially items that only have minor properties). Know if there is more going on with an item so you know that you'll need to devote more resources to determine the rest. Can't tell if an item is cursed, or that it's an artifact (but you know it's complicated enough that you can't determine what it's properties are). I assume a party has access to both detect magic and identify, so that is what this primarily takes into account.
Mid Level Magic: Spend resources to determine exactly what an item does, unless it's an artifact. Probably identify the nature of most (maybe all) curses).
High Level Characters: Be able to figure out just about anything through a combination of Legend & Lore and research.
I'm considering changing the identify spell so that you gain less info from it at 1st level and as a ritual, but gain more from it with a higher level spell slot and by consuming the component. Re-writing identify might get me most of the way there.
How would you go about achieving the goals I have?






