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Identify in D&D 3.5

Started by Xavier Lang, July 07, 2006, 02:25:21 PM

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Cyclotron

You're right...  I'd never noticed that before.

Though it is a 2nd level spell in the Magic domain...  The cleric wouldn't be able to cast it until 3rd level.

On the other hand, a Divine Wand of Identify would only cost 4,500 gp to purchase, as opposed to 5,750 gp for the Arcane version. You could save a bit of money there.
Standard for Electrical Safety in the Workplace,
 NFPA 70E, Article 330.4 (F):
"Laser beams shall not be aimed at employees."

Svartalf

Quote from: CyclotronYou're right...  I'd never noticed that before.

Though it is a 2nd level spell in the Magic domain...  The cleric wouldn't be able to cast it until 3rd level.

On the other hand, a Divine Wand of Identify would only cost 4,500 gp to purchase, as opposed to 5,750 gp for the Arcane version. You could save a bit of money there.

Technically... a 100 gp pearl is still a rare thing, in most places... the cost is so low only because the market is relatively small... a wizard trying to get 50 at a time might actually drive the market up significantly...
 

Dacke

That's "out-to-screw-PCs" mentality. Identify is a 1st level spell, and as such pretty darn common. I think it's safe to say that if the price of pearls were going to be affected by the demand for that spell, it would already have done so and thus 100 gp cost includes the extra cost for a good that's in high demand.
 

Trainz

Quote from: DackeNo.


A cleric uses his holy symbol instead.

But he'd still need to have identify on his spell list, right? Or can any divine caster use a divine wand of identify ?
 

Svartalf

Quote from: DackeThat's "out-to-screw-PCs" mentality. Identify is a 1st level spell, and as such pretty darn common. I think it's safe to say that if the price of pearls were going to be affected by the demand for that spell, it would already have done so and thus 100 gp cost includes the extra cost for a good that's in high demand.


In my own defence, I may say I'm not a PC screwer in general, but am of an opinion that spell casting services are not that common, and that magic items for sale are actually not common, if only because of the XP cost in making them, so manufacturers would think twice before investing something with part of their life essence... plus, I try to keep some plausibility in the economic system, and unless rapid transport for large amounts of goods across large distances (a la Eberron, with lightning rail and sky ships) has been perfected, market for some exotica (like pearls and foreign spices) has to be limited... of course, you might decide that it's the value, not the pearl that is important, and substitute any 100 gp gem, which would significantly widen the availability.
 

Cyclotron

Quote from: TrainzBut he'd still need to have identify on his spell list, right?

Correct.  Only clerics with the Magic domain would be able to use it.
Standard for Electrical Safety in the Workplace,
 NFPA 70E, Article 330.4 (F):
"Laser beams shall not be aimed at employees."

Bagpuss

Quote from: CyclotronCorrect.  Only clerics with the Magic domain would be able to use it.

Or anyone with Use Magic Device (I recommend a Warlock with +10 in the skill).
 

Dacke

Quote from: TrainzBut he'd still need to have identify on his spell list, right? Or can any divine caster use a divine wand of identify ?
Wands don't bother with an arcane/divine distinction the way scrolls do. But yes, someone who wanted to use a wand of identify (regardless of whether it's made by a cleric or a wizard) would have to have identify on their spell list (or roll Use Magic Device DC 20). In the core rules, that's bards, clerics with the Magic domain, sorcerers, and wizards.
 

Ilium

I actually use the Spellcraft skill instead of Identify as the base mechanic.  I lifted the idea from somewhere, but can't remember where I'm afraid.

The DC is 20 + caster level, except for rods (25 + caster level) and rings and staffs (30 + caster level).  If you fail, you may not re-try until you gain another rank in Spellcraft, unless you use magic to help you.

The Identify and Analyze Dweomer spells now provide bonuses to the caster's Spellcraft checks for identifying magic, rather than working automatically. Identify gives a +20 bonus on one check, and analyze dweomer gives a +20 bonus on every check made for the duration of the spell.  This makes them effectively "auto-success" (kind of like True Strike) and represents the wizard doing a really thorough job examining the item and running tests.
 

Blackthorne

IDENTIFY is one of the free spells, along with Detect Magic, Read Magic, and Find Familiar, included in every wizard's starting spellbook. I try to make it as painless as possible, so the information gets to the players, and I don't have to keep up with who has what unidentified item. It kind of limits the wonder and awe of magic, making items easily quantified and known entities, eliminates a lot of the mystery, but it does make it a lot easier.

All thru 2nd Edition and into 3rd Edition I've pretty much kept a house rule of the 1st Edition version of the spell. Drop 8 CON, and you recover them at the rate of 1 per hour. Pearl, Wine, Owl (or other flyer like a pegasus, etc) feather. Miss a component, or use cheap pearl or cheap wine, and you risk the efficiency of the spell. You learn 1 peice of information (power, command word, charges remaining) per level of the caster.

At my last rewrite of the house rules, I think I dropped the 8 point CON loss and 8 hour recovery time, shortened it to 1 hour, kept everything else.

Although I have pondered a campaign where Detect Magic, Identify, Find Familiar, and Wizard (Arcane) Mark were 9th level, instead of 1st level spells. Not because they'd be that powerful compared to Meteor Swarm etc. But because they'd be status symbols of a master of magic. That would mean the players would have to consult (and pay- in gold or services) someone to identify their items, or test them out themselves.