Identifying Magic Items

thundershot

Adventurer
This is probably the most troublesome part of my campaign... The PCs find stuff, and there's no convienient way to find out what the item DOES. The Identify spell is practically useless, and I've been at a total loss as to how to get the PCs to find out what things are. The only thing I could think of was making a Knowledge (arcana) or Knowledge (religion) with a DC of 15+the caster level... But I just don't feel right using that house rule. I want them to find out what things are without having to just stash an item away until the adventure is over and THEN find someone to discover its powers.


Thanks!
Chris
 

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I allow Identify to ideentify all the powers. It cost 100gp per casting and takes a full 8 hours. We determined the wizard is just taking a nap during this time, but that's another story.

While I like the idea of keeping magical items a mystery and having players slowly discover their abilities, it takes too much of my (the DM's ) time to remember who has what item.
 

Exactly my problem! I have so many other things to worry about to remember everything that they stash away into a bag of holding. Does the Spellcraft DC 15 + caster level sound too easy? Too hard? Maybe I should alter Identify like you do... Anyone else have an answer to this? If I had a low-magic campaign, it'd be no problem, but I don't. :D



Chris
 

As a DM, I would prefer to have the party have to do a little experimentation with their items to figure out what all they can do. Especially at lower levels. Always bothers me that the party stashes away anything that detects as magic until they can download its instruction manual with an identify spell.

If you find a magic ring...put the sucker on. See what happens. :) They can't all be cursed, and anyway...if it is it probably wouldn't identify correctly anyway.

Hmm...here's an idea. Rather than identify telling what powers an item has, what if it only gives the information on how to activate it? Party picks up a strange wand. Identify spell reveals the magic word to be "Gehoogaflagen." Wizard has to then be brave enough to point at something and say the word.
 

Yes, I think this is handled in a very strange way in 3e. A wizard who is 3rd level and has picked up the Craft:Wondrous Items feat can make any wondrous item he can dream of if he has the right components and spells but he picks up another wizard's wondrous item made from the same thing and can't figure out what it does? Ok, sure that's what Identify is for but that only tells him the most basic thing about the item. "Gee Bob, this sword is magical and it hits things better. Wonder what that flame coming from it is?" Yes, Analyze Dweomer tells you most everything but it's a 6th level spell. So now he has to wait until he's 11th level (or take it to an 11th level wizard and pay him). Of course, they can just put it on or use it but it could take forever and a day to figure out all the abilities of some things.
The way I handle it (and it may not be the best, but it works for us) is a wizard casts Identify on the object in question and rolls a spellcraft check at the end of 8 hours. He gets the most basic thing about it plus if his spellcraft is a 15, he gets another ability of the item. A 20 gets him 2 things, 25 gets him 3 things and so on. He gets only 1 roll per Identify spell used. At least this gives him a reasonable chance to figure out what the darn thing is and it still takes a little effort and study to do it.
 

IMC, most items either have an obvious ability or explicitly identify themselves. Magic weapons make their powers apparent, so the wielder figures it out after a few combats. Potions are labelled, rings have engraving or symbols, wands have a glyph identifying the contained spell, etc. (This only makes sense. If you want your Potion of Cure Critical Wounds in the middle of combat, you don't want to confuse it with that Potion of Reduce.)

For other stuff, like wondrous items or magic armor or whatnot, the DM lets our sorcerer identify stuff with Detect Magic and a Spellcraft check. We haven't really specified a DC, since he always takes 20. Basically, every time we finish an adventure he locks himself in his room, and comes out a few days later with all the items and a list of their powers.
 

From an email I sent to my PC's some time ago:

Did you know that the identify spell isn't the only option you have to find out what a magic item does? In fact, it may be among the worst methods available due to limited information and cost?

ID only reveals the most basic property of an item, so you could go your entire adventuring career thinking that a holy avenger is no more than a +2 longsword. If you must use ID, try using detect magic in combination with it to see if the strength of the aura matches the power that ID reveals. Also note that clerics with access to the magic domain can cast ID as a 2nd level spell without needing the 100gp pearl.

For potions, try an alchemy skill check. DC 25 and costs a whole GP to try, or 20 gp to take 20. Admitedly you do need an alchemists lab though.

Scrolls can, of course, be understood by either a spellcraft check (DC 20 + spell level, one try per day) or read magic. Note that arcane casters CAN interpret a divine scroll (and vice versa), they just can't use it!

If the party has one, there is a bard's lore ability to call upon... although this will only be really usefull with the most powerfull of items. Knowledge arcana and spellcraft skills may also give some information, although the difficulty class for these skill checks is quite high (30), but what do you want for nothing!

Fully 30% of rings, rods, staves, wands and wondrous items have marks on them that suggest their powers. So simple examination may tell you what an item does (technically a search check DC 15 to find these clues... just take 20).

Their is also experimentation. hehehe...

The ultimate in item identification is the Analyze Dweomer spell (wizard 6th level). It gives detailed information on the item you are studying, and needs no material component. It does require a 1,500 gp focus, but that is re-useable so that should be no major problem.

The only bitch about ananlyze dweomer (and ID for that matter) is that they do not function on artifacts (either major or minor). For this situation, if you have no access to a sage, drag out the old legend lore spell, or try a comune spell.

This "did you know..." has been brought to you by the 'Save the Pearls!' campaign and the letter G.
 

Our party bought some glasses. They allow you to identify two items per day - instantly. It reveals all powers of the item. We bought it for 800gp.

If your campaign has a higher level of magic (with magical Items available for sale in larger cities), this might be quit appropriate.
 

The cost for a minimum-caster-level wizard to cast analyze dweomer for you (per the PHB if you use those values) is 810gp, though you can save 150gp a pop if you provide the focus.

-Fletch!
 

Okay, while I grant that the discussion at hand has some merit, let's just admit that calling identify "practically useless" is patently absurd, shall we? Disagree? Tell your players they can't use the spell anymore, and if they aren't bothered by that fact, then it must have been "practically useless."

I don't know what magic items are in your DMG, but in mine most of the ones that a low- to medium-level party is likely to find would be explained fairly fully by identify (except for scrolls of multiple spells, which require an even lower level spell to describe).
 

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