Identify... this!

Kannik

Legend
A question for everyone who is out there adventuring. How does your party handle identifying magical items these days? Identify has become quite more limited in power from its 1e/2e incarnation, Bardic knowledge is limited (especially when you do not have a bard) and analyze dweomer is 6th (!) level. Until the party reaches 11th level, how do you go about finding out what you have? Identify will only reveal the most basic of things... do you use items and hope for the best, hope you find out what they do, hope they are not cursed, etc? }:)

Curious I am,

Kannik
 

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Scrolls: Spellcraft check (DC 20+lev) or Read Magic
Potions: Alchemy check (DC 25, 1gp) or "taste a sip to get a hint"
Wands: by trying*
Weapons/Armors/Shield: usually with a hint on the item i.e. Knowledge(Arcana/History) check, otherwise by trying (may not work for all features)
Rings/Wondrous Items: by trying
Rods/Staff: hint (see Weapons)

Identify, Analyze Dweomer and maybe Legend Lore may be used for all items, but not worth with Scrolls and Potions.

Other possibilities (for any kind of item) include Use Magic Device ("Activate Blindly", uses up a charge if any) and Bardic Knowledge.

* we are actually having an argument whether a spellcaster with the spell on his list is able to just pick up the wand and use it, and see what the effect is (using up one charge), without prior identification
 

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Magic Weapons and Armor...Identify spell and trial and error.

Wands, Staves and Rods...Hand them to various arcane and divine casters until they determine what they can do. (remember, a wand or staff is a spell trigger item and its function is automatically determined by a person who can use it, at least that is my understanding of how they work.)

Potions...Usually labeled using an embossed symbol in my campaigns. If not, then alchemy.

Wondrous Items and Rings...Identify, Analyze Dweomer, Detect Magic and Trial&Error.

Scrolls...Read Magic or Spellcraft Check by appropriate class.
 


Golandrinel said:


Most wands / rings / staffs need a command word, unless you have this how would you try the item?

I think that wands & staves don't have a command word which is unique to each individual wand/staff but rather unique to each individual spell, and a spellcaster who has the spell on his list always knows which is the word (or formula). Essentially the "word" you are thinking about is equivalent to a spell's verbal component: they are "spell trigger" items, not "command-word activated".

Many rings just need to be worn, otherwise if you need to activate them, either require a Knowledge check, use a spell or give a hint through the item's appearance or a mark/writing on it.
 

Li Shenron said:


I think that wands & staves don't have a command word which is unique to each individual wand/staff but rather unique to each individual spell, and a spellcaster who has the spell on his list always knows which is the word (or formula). Essentially the "word" you are thinking about is equivalent to a spell's verbal component: they are "spell trigger" items, not "command-word activated".

Many rings just need to be worn, otherwise if you need to activate them, either require a Knowledge check, use a spell or give a hint through the item's appearance or a mark/writing on it.

Sorry, I disagree with your thoughts on wands. It almost seems as though you think that magic items are turned out by a factory somewhere . ;)

If I were a mage and I had created items such as wands I would give them a unique command word so as to stop my enemies form being able to use them against me without spending a little time researching the item first.

A global command word is unrealistic.

Agreed, rings that have a permanent effect like deflection + 1 would operate just by wearing it.
 

In our games, the party usually has an item (finds early on) that will allow them to fully identify items, as a standard action.
 

I changed Identify as follows: Identify has a casting time of 10 minutes. If any item has more than a single power (as on a +2 flaming longsword), the most basic power is identified and the caster realizes that it has additional powers.

For items with additional powers, using them for a substantial period of time often allows the user to become attuned to them and discover what the other powers are.
 

Sorry, I disagree with your thoughts on wands. It almost seems as though you think that magic items are turned out by a factory somewhere .

Wands and Staves are spell trigger items. Go read the description of a Spell trigger item in the DMG.

To sum it up, if the spell is on your spell list, you know how to do the final verbal component needed to activate a spell trigger magic item containing that spell.

If you want magic items that only you can use, then you add that to them. It is listed as an option in the DMG during the creation process. If you don't take this option, then the magic items you make are just as useable by your enemies as any other.

It is hardly difficult for a high level mage to figure our command words anyhow. Analyze Dweomer will discover a command word in a few rounds.

Yes, magic items are made from proven recipes and spells known by casters throughout the world. In most D&D worlds, wands are an especially common magic item carried by every wizard or caster who wants to live any length of time.

My wizard doesn't leave home without his wands and a healthy number of scrolls.
 
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When I DM, I just houserule it to identify the complete item. Its easier and means less work for me. If they spend the time and money to find out what the item is, I can let them do the paper work. It makes them happy cause they know what it is, and me so that I can devote time and energy on other parts of the game, instead of adding or subtracting numbers in the middle of combat.

My hats of to DM's that are able to do both, but its not my cup of tea :D
 

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