Zen said:
Well, not really. They knew the scorpion as a summoned creature because it disappeared when they killed it. Unless I misunderstand Spellcraft, a successful check wouldn't give them the caster level, which is what they were trying to determine.
Actually:
SRD said:
20 + spell level: Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
So, a Spellcraft check of 24 will tell you that the spell is one of the Summon Monster spells, I-IV.
Of course, they'd have to do this while the spell was still active. Otherwise:
SRD said:
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
With Faint being spell level 1-3, Moderate 4-6, etc.
Thus, standing around, magically studying the aura through a detect magic spell would give them a rough approximation of the original spell's power. Assuming a 5th-level PC, you could easily tell whether the spell was of spell level 1-3 (it would fade almost instantly). If it took a bit longer (5 minutes or less), you'd know it was spell level 4-5. If the aura outlasted your detect spell, you'd be less certain - it was either a particularly long lasting Moderate effect, or a Strong effect.
Casters higher than 5th-level have no such problems identifying original effect strengths (barring artifact / deity level magic).
"We're facing a 4th level magic user with access to X spells; he's already cast Y."
I don't really see this as a problem, so long as you remember to filter it through your "CharacterScope."
While the players may say something like that, it should be understood that the characters are likely saying something more like, "My mentor is known far and wide for his skill at conjuring, and I've studied the basics of magical theory quite extensively. Spells that pull creatures from other planes of existence have miniscule durations - no more than a few seconds for all but the most powerful of conjurors - and that fight lasted more than a few heartbeats. I surmise that we're dealing with a reasonably powerful wizard, here - one whose powers exceed my own ..." blah blah blah.
Now, *I* can come up with appropriate flavor text for the Spellcraft roll and the results thereof.
Not all players can, and, here's the important part,
nor should they be required to.
If they can, more power to them.
If they can't, complaining about how they're bad, metagamey players certainly isn't going to help anything.