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Identifying Potions
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<blockquote data-quote="roguerouge" data-source="post: 4030772" data-attributes="member: 13855"><p>First of all, a spellcraft check to identify a unique or strange magical effect is DC 30, as opposed to identifying a potion, which is DC 25. (Why the heck is he using a spell with a 100 gp component to identify potions?! What is he, made of money?) A reasonable compromise is to have that spellcraft check determine whether he notices anything amiss before removing the stopper to the bottle. If he was using spellcraft to i.d. the potions or a sword, extensive handling would be entailed.</p><p></p><p>Second, one of the reasons you use identify is to avoid curses. No, you don't have to take the sword out of the scabbard or even touch the sword hilt with bare hands in using this spell. (You drink a concoction, in fact.) The reason is that some swords refuse to be sheathed due to their curses. Having to handle the item in question undermines one the protective values of the spell.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4030772, member: 13855"] First of all, a spellcraft check to identify a unique or strange magical effect is DC 30, as opposed to identifying a potion, which is DC 25. (Why the heck is he using a spell with a 100 gp component to identify potions?! What is he, made of money?) A reasonable compromise is to have that spellcraft check determine whether he notices anything amiss before removing the stopper to the bottle. If he was using spellcraft to i.d. the potions or a sword, extensive handling would be entailed. Second, one of the reasons you use identify is to avoid curses. No, you don't have to take the sword out of the scabbard or even touch the sword hilt with bare hands in using this spell. (You drink a concoction, in fact.) The reason is that some swords refuse to be sheathed due to their curses. Having to handle the item in question undermines one the protective values of the spell. [/QUOTE]
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