Why Identify?

I don't see the big deal people are making about Identify. It's only meant to cover the first 10 levels - after that Analyse Dweomer takes over. Honestly, how many magic items are you people giving out at low levels? Even at a CR 10 the treasure value is around 5,800 GP. The treasure tables give you only a 60% chance for 1-4 items. Following the averages for advancing from 10th level to 11th, you get: 13.33 encounters at CR 10. You've got a 60% chance for 1-4 items - so that's 60% of 2.5 (average 1d4 rolls) which is 1.5 magic items per encounter at 13.33 encounters is 19.95 items over 10th level. If the party can't come up with 2000 GP for 20 Identifies with all the gold found in those encounters (minimum 200 GP per encounter, not counting gems) then your party needs to examine it's method of handling treasure.

Sure, you'll probably get more items than that, but then you'll get more gold than that as well. Let's not forget that many of those items will be scrolls or potions which fall outside of the realm of Identify. So, between the number of items you'll need to identify and the gold you'll find, I don't think 100gp for an Identify is too outragous.

After 10th level, Analyse Dweomer takes over. Analyse Dweomer is superior to Identify in that it allows up to 11 (or more, depending on your caster level) items to be fully identified, one item per round. Also, it requires a 1,500 gp focus, not comsumables. If the wizard in your party is still using Identify at 18th level, then your problem is a lazy wizard, not the Identify spell.
 
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If you don't play by taking too much attention to exact material components beyond the cost (which is what IMO 99% of the gaming groups do), Identify shouldn't be that bad... it's like a VAT added on found treasure :p You don't need to cast it on scrolls or potions which you identify in other ways, and 100gp is quite a small % of the value of every magic item, except the lowest wondrous items and wands. More or less, it's some price you have to pay to be able to use the found magic item immediately.

However it won't be a problem to remove the cost if that bothers in low-level game. After all, it is in effect quite annoying that clerics with Magic domain can cast it for free :\
 

Mephistopheles said:
But they certainly won't want to. A +20 on Spellcraft checks is a nice boost for casting that epic spell that would otherwise be out of reach. Is this an intended side-effect or do you have some clause not in the rewritten Spellcraft skill to cover it?

I don't use those spell rules so their existance didn't enter my mind. Certainly the identify spell should only affect identifying checks as the name implies..
 
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