| Post/Author/DateTime | Post |
|---|---|
| wapakguy01-03-07, 11:57 PM | Anyone use any special houserules for IDing magic items? I've long felt the identification spell as written is cumbersome difficult to use and Wiz/Sorc dependent. Does anyone have any ideas for alternative means to ID/use magic items? Any thoughts would be appreciated. |
| the_rooster01-04-07, 12:25 AM | Anyone use any special houserules for IDing magic items? I've long felt the identification spell as written is cumbersome difficult to use and Wiz/Sorc dependent. Does anyone have any ideas for alternative means to ID/use magic items? Any thoughts would be appreciated. We use 3 steps. 1. detect magic cast 2. 5+ rounds to study it 3. a Knowledge arcana check, DC 20 + CL of the item in question Mostly because I think the cost of identify is silly. |
| Morwen01-04-07, 01:00 AM | Complete Adventurer (I think) has a feat called Appraise Magic Value that lets you use the Appraise skill to determine the magical properties of an item. |
| danielinthewolvesden01-04-07, 01:14 AM | In Dragon Magic they have an Invocation that allows for Detect Magic and Identify. |
| Penchant_Conjurer01-04-07, 01:23 AM | Its fun to dink around with unknown magic items at low levels, but after 6th level or so we just bypass that and the DM just tells us what it is. A mage should be skilled enough to just study an item for a bit and figure it out. The only exception is items that specifically resist such attempts. Usually that means minor artifacts or unique items. And yes, spending 100gp pearls to figure out that you have a 2300gp +1 longsword is pretty silly. We also rule that fighters that are 6th level or higher can tell what + a weapon is by wielding it for a bit. The same with armor and shields. |
| HandOfDoom01-04-07, 08:12 AM | Hullo friends! I am using these: http://www.wizards.com/default.asp?x=dnd/sg/20051125a HoD |
| Radijs01-04-07, 08:32 AM | My PC's have a custom magic item that allows them to identify anything as per the spell but without more cost. |
| J_Riley01-04-07, 09:05 AM | I simply changed the spell to allow each casting to ID one item, plus one additional item/3 caster levels. |
| SiameseKat01-04-07, 09:51 AM | I am running a solo game right now and I just basically ignore the identify spell. I just allow the PC to figure it out based on how many ranks he has in Knowledge Arcana. If an item is really powerful and he doesn't have a high Knowledge Arcana then he will just know that it is powerful magic and must have a mage ID it. The PC is not a mage. If he were a mage then I would just make him make a Knowledge Arcana or Spellcraft roll to ID it. If the item was too powerful, or the roll really bad, then I would allow him to use the ID spell. If I were DMing a group, that is a little different. In the beginning I would follow more along the lines of the identify spell, at least in the beginning. Later after they have seen magic items more readily they would get the chance to do a Spellcraft or K:Arcana roll, but at a higher DC than I would my solo. I am not a complete rules monger. I do what is easiest when it pertains to things that are really not that important to the campaign. Now if it were important to the campaign that is a whole different story. :D |
| Inigo Carmine01-04-07, 10:07 AM | My group changed the 100g pearl material component into a 100g material focus (not used up in the casting). I think we might have tweaked the time requirement as well, but I can't remember. |
| Nytmare01-04-07, 01:11 PM | We use the following variant, and have been trying DESPERATELY to figure out where they're from. Does anyone recognize them? ======================================== ====== USING SPELLCRAFT TO IDENTIFY ITEMS By using the Spellcraft skill with Identify spells (described below), a spellcaster can identify magical properties in magic items, as described below. Success on this check describes one function completely and allows another casting of the spell to identify further abilities. Succeeding by more than 5 results in the option for the caster to make an immediate attempt to identify the next item effect (without a recast) next round. Failure results in being stumped on this item again until you gain more ranks in Spellcraft. DETERMINING DC - Base Spellcraft DC 20. +1 to DC per caster level necessary to create the item. Note the limits of Identify and Improved Identify, listed below. MODIFIERS TO SKILL CHECKS - -5 if effect is from a school of magic forbidden to caster due to specialization +2 if effect is from a school of magic caster specializes in +2 if caster has necessary feat to create item (ex: Forge Ring) +2 if caster level is equal to or greater than the level required to add this property +2 if caster knows spells required to create this property +2 if caster has created this item in the past +1 for every hour spent casting the spell in an alchemical lab (non-portable, worth at least 500gp). This maximum for this modifier is +2/+4/+6 for Identify/ Improved Identify/Greater Identify, respectively. LIMITS OF SPELLS -Identify is only effective against caster level 6 items and below. A check against DC 26 will tell the caster that the magic is too powerful for Identify to understand. (Note that this does not count as a failure) Improved Identify is only effective against caster level 13 items and below. A check against DC 33 will tell the caster that the magic is too powerful for Improved Identify to understand. Greater Identify can potentially identify any non-artifact item. EXAMPLE - Identifying a +4 holy long sword A spellcaster who has memorized Identify attempts to figure out what sword the party has found. The holy special attribute requires a caster level of sixth level. A successful check against DC 26 will reveal this quality. However, the +4 aspect of this sword requires a twelfth level caster. This aspect could not be deciphered with Identify, although a successful check against DC 26 will tell the caster to prepare a more powerful Identify in the future. SPELLS DETECT MAGIC As defined in the Player's Handbook: In the third round of a Detect Magic casting, the strength of the various auras is made known to the caster. Under normal rules, a caster may make a Spellcraft check to determine the school of magic for each aura (DC 15 + spell level [or ½ caster level for non-spell effect]). The DC of first aura identified is the most powerful aura, and uses that DC for the check. Each additional aura on the same item has its DC increased by 3. The school of magic will help make it clear what the item’s purpose is, but will not give any concrete information. Example: a +4 holy longsword requires caster level 12 aura (for +4) and one caster level 7 aura (for holy), the +4 aura would be detectable with a DC of 21, the holy aspect with DC 24. IDENTIFY Divination Level: Brd 1, Magic 2, Sor/Wiz 1 Components: V, S, F Casting Time: 1 minute Range: Touch Target: One item Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell allows the caster to make a Spellcraft roll to identify unknown properties of a magic item as described under "Using Spellcraft to Identify Items". The focus of this spell is an ornate magnifying glass, worth at least 100gp, which is not consumed in the casting of the spell. IMPROVED IDENTIFY Level: Brd 3, Magic 4, Wiz/Sor 3 As Identify, but casting time is 10 minutes and the focus is a tiny lens of a semi-precious gem set in a metal loop which must be worth at least 750 gold. GREATER IDENTIFY Level: Brd 4, Magic 6, Wiz/Sor 5 As Identify, but casting time is 30 minutes and the focus must be a lens of a precious gem set in a metal loop which must be worth 1500 gold. This focus may also be used as a focus for Analyze Dweomer. |
| Solid_Saladin01-04-07, 01:31 PM | I've always used the appraise skill. I give the DC to identify the item the same as the DC to get an accurate cost of the item. |
| Hartbaine01-05-07, 05:41 PM | Our alternate method has always been quite simple. Use it, and see what happens. |