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Identifying Potions
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<blockquote data-quote="akbearfoot" data-source="post: 4035326" data-attributes="member: 33560"><p>a -potion- IS an object....so touching the bottle should be just fine to identify it if hes using the identify spell.</p><p></p><p></p><p>Also...potions are usually itty bitty things, while every monster summoning type items I've ever seen have been more like stoppered beakers, or flasks which are considerably larger than regular potion bottles.</p><p></p><p>Also, any magic involved in creating such a device that could trap a creature SHOULD radiate fairly powerful magic, which should have been apparent when they first cast detect magic. If it's just a magic bottle then I'd say concentrating on the detect magic would reveal a magic container, without magical contents.</p><p></p><p>Then there's the tactile question...are the vials actually filled with liquid that sloshed around when they handled them....or did they feel empty.</p><p></p><p></p><p>I think just saying that the bottles are -cursed items- is weak at best since cursed items can't be created by choice....otherwise warforged everywhere would rejoice that they could have dust of sneezing and choking mass produced and go dragon killing with it. How on earth did someone end up with presumably several identical bottles that all ended up with the same curse?</p><p></p><p></p><p>All the arguments abotu nystulsmagic aura and augury etc...may be right as far as being other effective ways to obtain/deny information...but really all a trap of this sort will do is make the players eternally paranoid.</p><p></p><p>I played a cleric once that the DM tried to have assassinated once during a business deal....for the rest of his life, he cast augury before doing business with anyone, he cast detect magic, and purify food and drink every time he had a meal, and cast detect poison before handling anything that wasn't already in the party's posession....its like putting traps in random places in dungeons...once you do it once, the party always takes 20 on every square and it bogs down game play immensely.</p></blockquote><p></p>
[QUOTE="akbearfoot, post: 4035326, member: 33560"] a -potion- IS an object....so touching the bottle should be just fine to identify it if hes using the identify spell. Also...potions are usually itty bitty things, while every monster summoning type items I've ever seen have been more like stoppered beakers, or flasks which are considerably larger than regular potion bottles. Also, any magic involved in creating such a device that could trap a creature SHOULD radiate fairly powerful magic, which should have been apparent when they first cast detect magic. If it's just a magic bottle then I'd say concentrating on the detect magic would reveal a magic container, without magical contents. Then there's the tactile question...are the vials actually filled with liquid that sloshed around when they handled them....or did they feel empty. I think just saying that the bottles are -cursed items- is weak at best since cursed items can't be created by choice....otherwise warforged everywhere would rejoice that they could have dust of sneezing and choking mass produced and go dragon killing with it. How on earth did someone end up with presumably several identical bottles that all ended up with the same curse? All the arguments abotu nystulsmagic aura and augury etc...may be right as far as being other effective ways to obtain/deny information...but really all a trap of this sort will do is make the players eternally paranoid. I played a cleric once that the DM tried to have assassinated once during a business deal....for the rest of his life, he cast augury before doing business with anyone, he cast detect magic, and purify food and drink every time he had a meal, and cast detect poison before handling anything that wasn't already in the party's posession....its like putting traps in random places in dungeons...once you do it once, the party always takes 20 on every square and it bogs down game play immensely. [/QUOTE]
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