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How powerful do you make Identify?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7166202" data-attributes="member: 6778044"><p>In my campaign:</p><p></p><p>1. The spell consumes that material component. Casting it at a higher level uses a more expensive component.</p><p>2. It's a 1st level spell, and the amount of information gained is based on the equivalent spells levels in the item. So the more powerful the item, the less you'll likely get.</p><p>3. The more powerful the item, the more likely that you won't be able to determine any but the most basic information about the item.</p><p></p><p>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.</p><p></p><p>For example, the spell might identify the sword as <em>Orcrist</em>, that it glows in the presence of goblins and orcs, and that it is more deadly against those races. More specific abilities might be determined later.</p><p></p><p>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.</p><p></p><p>---</p><p></p><p>So for your other comments/questions.</p><p></p><p>First, I would recommend that you just mention to your players that if there's ever something that is a problem, or they question, or don't like, they need to tell you. Either then, or after the session. I don't respond to looks. If you don't tell me there's a problem, then there isn't one. Simple as that. On the flip side, don't assume you know what they are thinking because of a look. Nothing good comes of it.</p><p></p><p>In my campaign, almost any spell from any edition might show up, along with those I or my players have invented. But anytime there is a magical effect in my campaign, I have a rule to back it up. If I want a specific magical effect, or effects, then I feel it is important that I know exactly how it was accomplished. Nobody else may care, but I do. The PCs naturally do not have access to every spell ever created in the world. They should expect to find spells in their adventures, and sometimes they will be something they (the player or the character) may not have heard of. The spells in PotA and SCAG, not to mention a few in UA should alert the players that there is more than just the PHB when it comes to spells. In the 2e days they released 7 books (3 cleric, 4 wizard) that contained (almost) all of the spells published to that point. If I recall, I noted several hundred 1st-level wizard spells alone that have been published over the years.</p><p></p><p>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. I prefer a bit more mystery in my campaign at times when it comes to more powerful items, but in general, if you're making a magic item available to them, then they should be able to use it. If there's an interesting story (or it might have some abilities you're not quite ready to let them have), then stalling a bit through research, or learning abilities later on is fine.</p><p></p><p>So magic "items" that don't meet those vague requirements cannot be identified at your discretion. For example, you can't use <em>identify</em> on a series of magical stones that must be pushed in a certain order. At best, you might be able to determine the school and general level of the spell, and that pushing it triggers the magic. But since each stone is independent, the sequence itself cannot be determined. In past editions there are spells that foil the use of <em>detect magic</em>, <em>identify</em>, and other common spells. Since these are cast on the items, the spell itself need not be made accessible to the PCs (not that they'd probably have much use for it). But again, knowing that they exist, and that you have rules to support it should alleviate concerns from the PCs. </p><p></p><p>Also note that 5e is based on the premise that giving the party a magic item that they cannot use is pointless. Note that <em>identify</em> 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.</p><p></p><p>That's not to say that I think you shouldn't give them items they can't use due to class restrictions etc. Magic items in a horde can be just about anything. Otherwise, the most common source of magic items are their opponents, and they carry items that <em>they</em> can (and do!) use. That might not always be something the PCs can use.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7166202, member: 6778044"] In my campaign: 1. The spell consumes that material component. Casting it at a higher level uses a more expensive component. 2. It's a 1st level spell, and the amount of information gained is based on the equivalent spells levels in the item. So the more powerful the item, the less you'll likely get. 3. The more powerful the item, the more likely that you won't be able to determine any but the most basic information about the item. 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. For example, the spell might identify the sword as [I]Orcrist[/I], that it glows in the presence of goblins and orcs, and that it is more deadly against those races. More specific abilities might be determined later. 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. --- So for your other comments/questions. First, I would recommend that you just mention to your players that if there's ever something that is a problem, or they question, or don't like, they need to tell you. Either then, or after the session. I don't respond to looks. If you don't tell me there's a problem, then there isn't one. Simple as that. On the flip side, don't assume you know what they are thinking because of a look. Nothing good comes of it. In my campaign, almost any spell from any edition might show up, along with those I or my players have invented. But anytime there is a magical effect in my campaign, I have a rule to back it up. If I want a specific magical effect, or effects, then I feel it is important that I know exactly how it was accomplished. Nobody else may care, but I do. The PCs naturally do not have access to every spell ever created in the world. They should expect to find spells in their adventures, and sometimes they will be something they (the player or the character) may not have heard of. The spells in PotA and SCAG, not to mention a few in UA should alert the players that there is more than just the PHB when it comes to spells. In the 2e days they released 7 books (3 cleric, 4 wizard) that contained (almost) all of the spells published to that point. If I recall, I noted several hundred 1st-level wizard spells alone that have been published over the years. 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. I prefer a bit more mystery in my campaign at times when it comes to more powerful items, but in general, if you're making a magic item available to them, then they should be able to use it. If there's an interesting story (or it might have some abilities you're not quite ready to let them have), then stalling a bit through research, or learning abilities later on is fine. So magic "items" that don't meet those vague requirements cannot be identified at your discretion. For example, you can't use [I]identify[/I] on a series of magical stones that must be pushed in a certain order. At best, you might be able to determine the school and general level of the spell, and that pushing it triggers the magic. But since each stone is independent, the sequence itself cannot be determined. In past editions there are spells that foil the use of [I]detect magic[/I], [I]identify[/I], and other common spells. Since these are cast on the items, the spell itself need not be made accessible to the PCs (not that they'd probably have much use for it). But again, knowing that they exist, and that you have rules to support it should alleviate concerns from the PCs. Also note that 5e is based on the premise that giving the party a magic item that they cannot use is pointless. Note that [I]identify[/I] 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. That's not to say that I think you shouldn't give them items they can't use due to class restrictions etc. Magic items in a horde can be just about anything. Otherwise, the most common source of magic items are their opponents, and they carry items that [I]they[/I] can (and do!) use. That might not always be something the PCs can use. [/QUOTE]
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