Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Identify... this!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Murrdox" data-source="post: 711602" data-attributes="member: 10131"><p>For wands, we give a 20% chance that there are markings of some sort on the wand that reveal what spell it is. If you know what spell it is, then you can cast it.</p><p></p><p>You CANNOT simply use a wand that you haven't identified or has no markings, simply by running through command words.</p><p></p><p>This is because some wands have different targets and effects. Thus, in my mind, waving a wand of "Inflict Serious Wounds" at a rock isn't going to do anything, even if you speak the appropriate command word.</p><p></p><p>I suppose if someone wanted to use "Detect Magic" to figure out the approximate spell level, and then go through every individual spell on her spell list in trying to use the wand, eventually she would come up with the correct spell, but I don't allow this... after all, what are you going to as a target to "test" and see if the wand is "Inflict Serious Wounds"? A fellow Party member?</p><p></p><p>I simply tell my players what their items are, and make them pay for the identification costs later. If I give one of my players a +2 longsword, I simply tell them "This longsword feels unusally accurate, guiding your hand to the target. It glows". Then I tell them it's a +2 longsword, write it down, and pay the cost to identify it when you get back to town (a +2 longsword automatically "works"). On the other hand, if it's a +1 Flaming longsword, I'll let them know it's a +1 Flaming longsword, but they can't use the Flaming ability until they Analyze Deowomer (can't spell it) on it, and find the command word. However, detect magic reveals its more powerful than a simple +1 sword, so the character knows that he needs to go back to town to do further magic on it. I even tell them when they have cursed items, but my players are good enough to roleplay using cursed items when their characters don't necessarily know that they're cursed. I had a Barbarian player pick up a Cursed +2 Chainshirt of Drinking (He had to consume alcohol everyday for it to work) once. He was perfectly content to suddenly carry around a large keg of strong wine with him wherever he went. As far as his character knew... he just suddenly developed a taste for spirits.</p><p></p><p>Wonderous items are also usually obvious (boots of flying are usually going to have little wings on the side... gauntlets of ogre power will make you feel stronger, etc.... )</p></blockquote><p></p>
[QUOTE="Murrdox, post: 711602, member: 10131"] For wands, we give a 20% chance that there are markings of some sort on the wand that reveal what spell it is. If you know what spell it is, then you can cast it. You CANNOT simply use a wand that you haven't identified or has no markings, simply by running through command words. This is because some wands have different targets and effects. Thus, in my mind, waving a wand of "Inflict Serious Wounds" at a rock isn't going to do anything, even if you speak the appropriate command word. I suppose if someone wanted to use "Detect Magic" to figure out the approximate spell level, and then go through every individual spell on her spell list in trying to use the wand, eventually she would come up with the correct spell, but I don't allow this... after all, what are you going to as a target to "test" and see if the wand is "Inflict Serious Wounds"? A fellow Party member? I simply tell my players what their items are, and make them pay for the identification costs later. If I give one of my players a +2 longsword, I simply tell them "This longsword feels unusally accurate, guiding your hand to the target. It glows". Then I tell them it's a +2 longsword, write it down, and pay the cost to identify it when you get back to town (a +2 longsword automatically "works"). On the other hand, if it's a +1 Flaming longsword, I'll let them know it's a +1 Flaming longsword, but they can't use the Flaming ability until they Analyze Deowomer (can't spell it) on it, and find the command word. However, detect magic reveals its more powerful than a simple +1 sword, so the character knows that he needs to go back to town to do further magic on it. I even tell them when they have cursed items, but my players are good enough to roleplay using cursed items when their characters don't necessarily know that they're cursed. I had a Barbarian player pick up a Cursed +2 Chainshirt of Drinking (He had to consume alcohol everyday for it to work) once. He was perfectly content to suddenly carry around a large keg of strong wine with him wherever he went. As far as his character knew... he just suddenly developed a taste for spirits. Wonderous items are also usually obvious (boots of flying are usually going to have little wings on the side... gauntlets of ogre power will make you feel stronger, etc.... ) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Identify... this!
Top