Identify... this!

Goggles of Object Loresight

So, those of you who have S&SoP, how much would you price Goggles of Object Loresight? Essentially allowing free casting of that first level spell all day long? It is a first level spell, but an unlimited item that casts it has to cost more than 2kgp...
 

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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.


Does this cost any more (in gold and in levels)?

Pg. 243, DMG.

Costs 30% less if you limit a magic item to useable by one class or alignment.


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.


Yuck! This smacks of monty haul .... Can you clarify this for me about the published campaign settings please? If so, I'll probably have to convert my homebrew up to 3e....

You are able to build magic items in 3rd edition. You can purchase magic item creation feats and spend money and xp to create them for your own use.

Magic items proliferate at a greater rate in almost any campaign world save homebrews where the DM doesn't allow item creation feats.

Items are still very expensive and time-consuming, but at high levels a wizard will almost always be able to whip himself up a few scrolls and a wand or two to take on his or her next adventure.

Personally, my wizard always makes a few Teleport, Offensive, and protection from elements scrolls. I usually carry a Wand of Magic Missiles at all times. Makes my life easier.
 

Thanks Celtavian. I wonder if this will be reflected in the fiction written about the various settings.

I prefer to make magic items rare as it gives them the "wondrous" effect that they should have when one is found.
 

Kannik said:
Identify has become quite more limited in power from its 1e/2e incarnation
IIRC, Identify has become both more limited and more powerful in 3e. Yes, in 2e, it could identify multiple functions of an item. On the other hand, it didn't give exact information, didn't tell you command words, or how many charges were left (except in vague terms), and you only had a percentage chance per "try" to identify each function (leading to a need to cast it multiple times which leads to more pearls used up).

I have house-ruled 3e Identify to indicate that the item has more than one function, so one knows that one needs to get a bigger spell to fully identify it. I'm considering moving Analyze Dweomer down a bit as well.
 

Re: Re: Identify... this!

I have an interesting situation on my hands in regards to that...

In my homebrew, I have made arcane magic illegal... the Church outlawed it at the start of a long war with the mages - which they won.

Net Result: No one can even cast Identify, much less Analyze Dweomer...

Except...

except for one really small sect of high-level clerics (Loremasters and Contemplatives).

one really small, really wealthy sect of high-level clerics.

Monopoly is a good thing, and not just the boardgame. It also allows me to control the level of cash they have on hand at any one time. Right now, for example, my guys have a whole LOT of stuff they just don't understand. And some if it has Plot Device written all over it, if they ever figure out what it does... like the lich's phylactery. That is going to be good for a few laughs the next time they go to worship service...


jericho.
 

Costs 30% less if you limit a magic item to useable by one class or alignment.
I believe that it was either Monte or Sean who pointed out that this shouldn't be used to give a discount to Item Creation. Creating an item that only you can use is hardly a hindrance, and should thus not provide any kind of discount to Item Creation.

Where this comes into play is when a party finds a magic item. If it works only for evil people, you're going to get 30% less for it at market.
 

Staffan said:

I have house-ruled 3e Identify to indicate that the item has more than one function, so one knows that one needs to get a bigger spell to fully identify it. I'm considering moving Analyze Dweomer down a bit as well.

Actually, this house rule isn't needed. Detect Magic will tell you how many different functions an item has, if you concentrate for at least 2 rounds (each one is a separate aura).
 

Fascinating.

My next campaign is taking place in a post magical-apocalyptical world. The surface is uninhabitable (think Underdark) and the oceans have long since boiled away.

A side effect of this is... no pearls. The magical community (driven into hiding for destroying the world, even though most of them didn't) has spent the past 4 centuries trying to come up with an identify spell that uses something else (with no way of getting spell-researching supplies...). Rumors are the drow have a way, but they're not telling.

As for alternate ways of identifying a wand or something, you could always use Commune to narrow it down. (Is the spell in this wand a spell I can cast?" "Does the name of the spell start with a letter between A and F?" etc...) A clever diviner can narrow down the specific function of a wand pretty quickly. This is also great for picking out cursed items. The xp cost is there, but it's not too bad. Surely you're getting good xp from monsters or you wouldn't be finding all those nice items. Also, the diviners in my group tend to charge for their services and their extra gold makes up for less xp.
 

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