Identify
When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast. each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.
The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multi-function item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.
The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned:
- powerful (81%-100% of the total possible charges)
- strong (61%-80%)
- moderate (41%-60%)
- weak (6%-40%)
- faint (five charges or less)
School: Divination
Level: 1
Rarity: Common
Level: 1
Rarity: Common
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: Special
Area of Effect: 1 item/level
Saving Throw: None
Components: V, S, M
Duration: 1 round/level
Casting Time: Special
Area of Effect: 1 item/level
Saving Throw: None
a pearl (of at least 100 gp value), an owl feather steeped in wine, a powdered luckstone is optional
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