Identifying Magic Items.

Oni

First Post
How do you handle the Identification of magical items in your game. Do you stick strictly to the use of the Identify and other divination spells and keep track of what the PC's do and don't know? Do you figure that they figure it out over time? Do you just tell them? Give them obvious clues? Have the old mage in the next town just let all the secrets out of the bag? How do you handle this aspect of the game and why?
 

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::shrug::

If I want mystery I'll make items that have wards against detection. In general I just let the PCs cast the identify spell. I mean, why not? Mystery is fine for an item that is directly tied in to the plot, but a cure potion is something I want them to have and use ASAP.
 

Here's how I do it:

Spellcraft and Knowledge (Arcana) checks can be used to identify magic items. You can use these skills to identify potions on a DC 20. You can also identify other magic items depending on the items power category.

If the item is on a minor list DC 25.
If the item is on a medium list DC 30.
If the item is on a Major list DC 35.

In order to identify an item, you must have the spells used to create the item on your spell list, you must be of sufficient level to cast those said spells, and you must still make the Spellcraft or Knowledge (Arcana) DC roll. Also, there will be times that, after using an item for a while you will be able to tell what it does.

Of course, if none of that works they use ID or AD, or get someone to cast those for them.
 
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Currently, I'm using the by-the-book rules, but I'll probably go to a knowledge or a spellcraft check system.

On thinking about it, I'm tempted to go with knowledge: arcana and knowledge: religion. These skills are pretty fuzzy in what they cover currently (especially arcana), and this would be a solid, practical way to use a skill that many people buy for flavor but rarely get to use.

It'll also allow me as a DM a great deal of control over how information about magical items is doled out. I can have pragmatic, boring items like wands or cloaks of resistance be easily identifiable, while weird items like sentient spyglasses are difficult to figure out.

Finally, I figure that most potion-makers label their potions: the bad guy wants to be able to make sure he drinks from the right vial in the middle of battle, so his bottles will be labeled in a way that he can instantly recognize.

Daniel
 

Detect magic for level
Identify for details
Analyze Dwoemer for any differences in the first two.

Works for me but I haven't really got to the high levels where Analyze is needed yet so I can't say for certain.
 

Here's something I noticed. For some reason, none of identify, analyze dweomer or legend lore are on the OA wu jen spell list. Would anyone have an opinion on whether it's intentional, or an oversight?
 

Cloudgatherer said:
I go by the book. Identify for the basic ability and Analyze Dwoemer for a complete identification.

For thngs as simple as potions and bags of misc powders and such, I label things in different languages that only some of the characters can read, makes it fun sometimes to see the rouge who is the only person who can speak draconic tell everyone that a bag of invisibility is actually just a tanglefoot bag, makes for some cool little side hooks sometimes. Otherwsie I stay by the rules stated above. It the characters really need a potion to make a healthy retreat I might throw a few down in a cave with dwarven labels or something. Everybody's right in their own opinions and options tho..
 

A DM I used to play with used to use an intersting system that I still use. Basically when you cast Identify it summons a little Imp.. now usually he is upset with being summoned away. He is usually in his smoking jacket but there are times he is caught cooking or in the tub.... whatever... but for the price of a pearl (the item needed to cast the spell anyways) he will answer any 3 yes or no questions honestly about the item(s). Or if you would rather ask a direct question such as "What does this do" or "what is the command word" then there is a chance he will flat out lie to you or just say I don't know. Usually a 35% (1-35 on percent die) chance he will lie and a 15% (36-50 on percent die) he doesn't know.

I always found it amusing and quick and easy for the PC's =P

-Crisis
 

I generally stick pretty close to the rules like many others, keeping the limitations of Identify and Analyze Dweomer, but with a bit of work, I can let players find out through pure research. Using Spellcraft, especially along with Detect Magic, a character can at least determine the school of spells involved in the item's abilities, and that might give a good bonus to Knowledge (Arcana), for instance, or just pure research (taking 10 or 20 where appropriate) can lead to good positive identifications. I might set the DC appropriately high or low depending on how common or rare the item or abilities might be. Heck, for some things, especially for artifacts, I'll even let a bard use his bardic knowledge ability, with the DC set based partly on the item and partly on how much they have found out so far through other means. Usually, though, my players don't need to go so far for identifying things, they usually just pay some NPC to do it for them. :Þ
 

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