Although I have been running a 5e game for a year now, I only recently tripped over a situation in which a player used Identify and I realized that I had not really thought through the implications of what seems to be the intent of the spell description. Previously, my players had found several magic items, cast Identify on them, learned their properties and how to use them and everyone was happy. Then they came across an item that has been turned to stone, but will revert if a command word is spoken. They discovered it was magical with Detect Magic, and then (quite reasonably) cast Identify on it. This left me with two immediate problems and one larger one.
- The spell that had been cast on it had no name. Perhaps I should have invented one, but instead I simply described the effect: the item had been transmuted and the effect was reversible by speaking a 'mundane incantation'. (I thought that should be fine, but it made the player of the Wizard cranky because he is under the impression that PHB spells are the only magical effects that [ought to] exist in the world. But I guess that is a topic for another thread.)
- The caster that transmuted the item had no intention of producing an effect that could be worked around with a 1st level spell. But as written, Identify is (arguably) pretty potent ("you learn [the object's] properties and how to use them"). In this case, I did not disclose the command word. (This caused my Wizard player to give me the look that says, "Ok, you are the DM and it's no big deal, but that seems arbitrary." That look always causes me to worry.)
- If I were to allow Identify to reveal the command word, how does it not become an "I win button" for many puzzle-type obstacles that are somehow magic-dependent?
For reference, here is the description of the spell.
Note 1: I realize that I might possibly have ruled that the object is, at this point, just mundane stone and so not magical, but a) that seemed cheesy, b) that boat has sailed, and c) it doesn't apply to the larger problem that I am concerned with.
Note 2: To bring the question into a more simple, standard context, you might consider, at least for starters: if a door is locked with Arcane Lock with a password, will using Identify reveal the password?
Anyway, thoughts?
Ouch! I mean I have no idea how money works in your campaign, but this seems really harsh compared with some other material components.In my campaign:
1. The spell consumes that material component. Casting it at a higher level uses a more expensive component.
That's cool, what do you have legend lore do?A great many magic items in my campaign are essentially unique and have a history. So the spell will almost give you some of that history, which of course can lead them toward more research. It's not uncommon for them to discover additional properties later.
I agree to an extent, but it's not "just because of a 1st level spell". Knowing a specific spells means you spent a valuable character resource - so if someone has this spell, then they've made a pretty big choice (with a few exceptions).Overall, though, the goal is for them to figure out everything the item can do. I just don't like it to always be fully known just because of a 1st level spell.
The new identify works on objects and creatures that are affected by spells, which I think is a good thing. It's a niche that needed to be filled.Identify only works on an item. And really only a magic item that has abilities that can be used, and if needed, the command word. So if something is not a magic item, identify won't work.
At the point of casting identify (especially in your game, where it's quite an expensive spell), I take that to be the players saying they're a bit stumped. So in this case, I'd at least tell the PCs that the magical stones do something (operate at a distance, make sound and light, whatever) when they are pushed, and that they're linked to each other. That should be enough to prompt them to make combinations at least.So magic "items" that don't meet those vague requirements cannot be identified at your discretion. For example, you can't use identify on a series of magical stones that must be pushed in a certain order.
If you play this way, it seems identify has even more of a niche use. Am I misunderstanding, or are you really spending 100gp to skip the short rest requirement and get a bit of backstory?Also note that 5e is based on the premise that giving the party a magic item that they cannot use is pointless. Note that identify isn't even needed RAW. Simply spending time with the item during a short rest is all that's needed. Identify is just a bit faster.
Ouch! I mean I have no idea how money works in your campaign, but this seems really harsh compared with some other material components.
That's cool, what do you have legend lore do?
I agree to an extent, but it's not "just because of a 1st level spell". Knowing a specific spells means you spent a valuable character resource - so if someone has this spell, then they've made a pretty big choice (with a few exceptions).
The new identify works on objects and creatures that are affected by spells, which I think is a good thing. It's a niche that needed to be filled.
At the point of casting identify (especially in your game, where it's quite an expensive spell), I take that to be the players saying they're a bit stumped. So in this case, I'd at least tell the PCs that the magical stones do something (operate at a distance, make sound and light, whatever) when they are pushed, and that they're linked to each other. That should be enough to prompt them to make combinations at least.
If you play this way, it seems identify has even more of a niche use. Am I misunderstanding, or are you really spending 100gp to skip the short rest requirement and get a bit of backstory?
That said, getting angry because "oh no, now you're forcing me to figure out the password" says a lot about the player's attitude towards the game... I'd much prefer a player getting excited because "oh YES! now we have to figure out the password, let's go!"![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.