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General Tabletop Discussion
*Pathfinder & Starfinder
Identifying Magic Items
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<blockquote data-quote="boothbey" data-source="post: 400953" data-attributes="member: 7107"><p>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.</p><p></p><p>If you find a magic ring...put the sucker on. See what happens. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> They can't all be cursed, and anyway...if it is it probably wouldn't identify correctly anyway.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="boothbey, post: 400953, member: 7107"] 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. [/QUOTE]
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