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General Tabletop Discussion
*Pathfinder & Starfinder
Identifying Potions
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<blockquote data-quote="KarinsDad" data-source="post: 4040182" data-attributes="member: 2011"><p>If we assume that all casters casting Detect Magic know that Brew Potion is limited to 3rd level spells (as per the main leg of your argument here), then we also have to assume that the caster who crafted the item also knew this.</p><p></p><p>Hence, he might try to hide this fact from a Detect Magic spell. There are several different ways to do this, but the fact remains that he does not even have to do it.</p><p></p><p>He could make it look like an Elixer. Elixers are not potions, they are Wondrous Items which can theoretically have any spell level.</p><p></p><p>Since any caster would know that a Potion has a maximum of Spell Level 3, any caster would also know that a bottle could contain an Elixer and that an Elixer could have any aura strength. By your definition here of what is in the core books.</p><p></p><p>The item could be cursed. Cursed items often show up different auras then what they actually should be.</p><p></p><p>There are a lot of explanations for why this works, least of all is that magic outside that of the normal PC magic can be anything in a game. If the DM wants a Temple that flies, no problem. If the DM wants trapped magic bottles that have monsters appear when opened, no problem. I do not see how the rules explicitly prevent it or how the rules explicitly indicate that Detect Magic or Identify are spells would automatically and definitively bypass the magical trap.</p><p></p><p>Without explicit rules support for your position (which so far, caster level and auras do not support), it appears that the OP is totally fine with his interpretation of what could happen.</p><p></p><p></p><p>Besides, what fun are magical traps that can be easily detected by "standard magic item identification operating procedures"? Why even introduce such an item to a game? What kind of challenge is that? It's not as if the players were suspicious before they tried to Identify the items and cast Auguries or anything to investigate it. They just did job as usual and found something unusual.</p><p></p><p>Isn't that part of the fun? <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=":)" /></p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4040182, member: 2011"] If we assume that all casters casting Detect Magic know that Brew Potion is limited to 3rd level spells (as per the main leg of your argument here), then we also have to assume that the caster who crafted the item also knew this. Hence, he might try to hide this fact from a Detect Magic spell. There are several different ways to do this, but the fact remains that he does not even have to do it. He could make it look like an Elixer. Elixers are not potions, they are Wondrous Items which can theoretically have any spell level. Since any caster would know that a Potion has a maximum of Spell Level 3, any caster would also know that a bottle could contain an Elixer and that an Elixer could have any aura strength. By your definition here of what is in the core books. The item could be cursed. Cursed items often show up different auras then what they actually should be. There are a lot of explanations for why this works, least of all is that magic outside that of the normal PC magic can be anything in a game. If the DM wants a Temple that flies, no problem. If the DM wants trapped magic bottles that have monsters appear when opened, no problem. I do not see how the rules explicitly prevent it or how the rules explicitly indicate that Detect Magic or Identify are spells would automatically and definitively bypass the magical trap. Without explicit rules support for your position (which so far, caster level and auras do not support), it appears that the OP is totally fine with his interpretation of what could happen. Besides, what fun are magical traps that can be easily detected by "standard magic item identification operating procedures"? Why even introduce such an item to a game? What kind of challenge is that? It's not as if the players were suspicious before they tried to Identify the items and cast Auguries or anything to investigate it. They just did job as usual and found something unusual. Isn't that part of the fun? :) [/QUOTE]
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