yennico said:Access to a library or magical research facility alos costs money.![]()
A feat only for at least 7th level bards. At that level a wizard can identify with one identify spell seven magical items at 100 gp cost.
Are your player so greedy ? or do they do not like to wait the time of spell identify (8 hours) ?
Damon Griffin said:
It's all but useless where magic weapons are concerned, though. No what wonderful qualities a weapon might have, all Identify is ever going to tell you is that it's a +1 weapon (or +2, or +3) -- which you already knew, because ALL magic weapons are +1 (or +2 or +3) before they can have any other qualities added to them.
....
So, yeah, it's nice that Identify now works on one item per level, but you get a treasure with a bunch of magic weapons and you might as well not bother. Nine assorted weapons with completely different qualities and eight of them register simply as a +1 weapon, but the ninth is -- gasp! a +2 weapon!
And now you wait for Analyze Dweomer.
Intrope said:
Actually, it's not nearly as bad as all that. Of 25 weapon enhancements in the DMG, only 6 of them can't commonly be discovered by means other than Analyze Dweomer: Defending, Keen, Spell Storing, Dancing, Ghost Touch and Bane.
Damon Griffin said:
Also, your analysis works fine for the 25 enhancements in the DMG, but for people using a dozen or more third party supplements in their games, you can quickly find yourself with 200+ weapon qualities -- far too many to trust to trial and error analysis in combat.

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