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Identifying Potions
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<blockquote data-quote="irdeggman" data-source="post: 4040395" data-attributes="member: 16285"><p>What do you mean my arguements are not supported? They very much are - in fact you had to go to an <em>entirely</em> different magic item to bypass it (wondrous item instead of potion).</p><p></p><p></p><p>Now for the other factor - how many auras are present?</p><p></p><p>Each spell in effect has one, each creature summoned has a summoning spell associated with them - and that spell in no way allows for "trapping" inside a bottle.</p><p></p><p>So if a potion (or an elixer) radiates more than 1 aura that is a cue to the caster of the Detect Magic spell that something is amiss. {Note I never said that he "knew" what was wrong or going on only that he had a clue that something more than meets the eye is present. I presented a way to get a quick idea if something is going on or not without having to use the "expensive" identify spell, which should require "touching" the object being identified}.</p><p></p><p>Also using Detect Magic would have reasonably allowed for a subsequent use of trap finding by the party rogue to determine (or perhaps disable) the trap. Per the OP this was a trap so there should be some method that it can be found and disabled, reasonably.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 4040395, member: 16285"] What do you mean my arguements are not supported? They very much are - in fact you had to go to an [I]entirely[/I] different magic item to bypass it (wondrous item instead of potion). Now for the other factor - how many auras are present? Each spell in effect has one, each creature summoned has a summoning spell associated with them - and that spell in no way allows for "trapping" inside a bottle. So if a potion (or an elixer) radiates more than 1 aura that is a cue to the caster of the Detect Magic spell that something is amiss. {Note I never said that he "knew" what was wrong or going on only that he had a clue that something more than meets the eye is present. I presented a way to get a quick idea if something is going on or not without having to use the "expensive" identify spell, which should require "touching" the object being identified}. Also using Detect Magic would have reasonably allowed for a subsequent use of trap finding by the party rogue to determine (or perhaps disable) the trap. Per the OP this was a trap so there should be some method that it can be found and disabled, reasonably. [/QUOTE]
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