Well, this is something else that came up in game. How do you itentify an item that you stumble upon while adventuring? You can place it somewhere by itself with in the range of a Sense Magic and when that area or direction pings as magic you can be reasonably sure that it is a magic item . Yes, it COULD be warded and that could be the magic that is sensed. Or, you can use Object Read to determine the object's use and that could give you a pretty good sense of whether it's magic. But how does someone, in the field, determine what a magic item does, how to activate it, etc.?
Certain enchantments would be obvious: A super sharp blade, an invisible weapon (if you can see the invisible), an already flaming flaming weapon, Weightless armor, Boots of Fleetness should be immediately evident, and others. But if something has a passive effect, like a bonus to save, or resistance against something would you know even when that passive effect happens? Like if you have your IQ boosted by a ring, do you FEEL Smarter? If you have a ring that increases your strength by 3 would that be immediately noticable or would it take a little time to notice that things seem a little lighter? What about if your PS goes up by 10?
For items that have to be activated, how does someone determine that? There are skills that help with this but they seem to be scattered. Lore Magic has a 10%+5% per level of recognizing a magic item. So that's for anyone who picked up a skill that is pretty much available to anyone. Then there is the Wizard specific skill. It is only 5% better at recornizing things (20+5/level) and it clearly states "It's important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it." That seems backwards to me. I'd think that a wizard (or diabolist) would have a greater chance to recognize a magic item than some random person. So, is the wizard skill lacking or is the regular lore too broad and powerful?
-Vek
"Would Object read give you info on what a magic item does and how to use it?"
Identifying Magic Items
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- Veknironth
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Re: Identifying Magic Items
My Housse rules
Alchemist
I allow an alchemist to identify an item with times (less) and costs (higher) the higher the level the alchemist is.
This will give you exact powers and activations, this is the most accurate way.
Costs: 100(minimum just to look at the item to see what it would cost) - 10000gp depending on the item
Priest
I allow priests to Commune with their god to identify a religious magic item.
This can give you exact powers and activations, but might not - god dependant.
Costs: 1 - 1000gp, or a quest.
Object Read
Can give an idea, like an image of a fireball coming out of a sword or the like.
Will not give command words (images only) nor things like +1d6 damage to monsters, but can give you an idea.
If its a psionic/intelligent item opening yourself up to it can have negative effects.
Cost: isp spent
Identify Spell
Can only be cast by a Magus
Costs
1000gp per power diamond required
8 hrs per power
Might not discover all the powers, especially if caster is lower level.
Has a chance of discovering activation word, and uses per day/charges remaining
Modified Circle of Knowledge
Can only be used by a Diabolist but better if diabloist/summoner
Requires knowlege of the Circle of knowledge
Takes 8 hrs
Costs
Ingredients for the circle and wards plus a crystal ball, the wards are painted onto the crystal ball.
Highest chance of a non-alchemist to discover item powers.
Circle of Wonder
Can only be done by a summoner
Has a 5% chance per level of summoner to identify an ability of a weapon.
Roll once per 2 rounds while the circle is active
Lesser powers like bonuses are discovered first, then powers, and finally activation word/s.
Alchemist
I allow an alchemist to identify an item with times (less) and costs (higher) the higher the level the alchemist is.
This will give you exact powers and activations, this is the most accurate way.
Costs: 100(minimum just to look at the item to see what it would cost) - 10000gp depending on the item
Priest
I allow priests to Commune with their god to identify a religious magic item.
This can give you exact powers and activations, but might not - god dependant.
Costs: 1 - 1000gp, or a quest.
Object Read
Can give an idea, like an image of a fireball coming out of a sword or the like.
Will not give command words (images only) nor things like +1d6 damage to monsters, but can give you an idea.
If its a psionic/intelligent item opening yourself up to it can have negative effects.
Cost: isp spent
Identify Spell
Can only be cast by a Magus
Costs
1000gp per power diamond required
8 hrs per power
Might not discover all the powers, especially if caster is lower level.
Has a chance of discovering activation word, and uses per day/charges remaining
Modified Circle of Knowledge
Can only be used by a Diabolist but better if diabloist/summoner
Requires knowlege of the Circle of knowledge
Takes 8 hrs
Costs
Ingredients for the circle and wards plus a crystal ball, the wards are painted onto the crystal ball.
Highest chance of a non-alchemist to discover item powers.
Circle of Wonder
Can only be done by a summoner
Has a 5% chance per level of summoner to identify an ability of a weapon.
Roll once per 2 rounds while the circle is active
Lesser powers like bonuses are discovered first, then powers, and finally activation word/s.
- ShadowLogan
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Re: Identifying Magic Items
Another way to determine if something is enchanted would be See Aura (it works on non-living, and can identify if magic is present). It won't tell you what the enchantments are/work, but it would be a way to more easily spot them.
As for identifying the exact enchantment and how to activate them. We know its possible since that is a service that Alchemists perform, and they need to be Level 6 Wizard (and Diabolist, and a lower level Summoner). IMHO this means that some combination of the classes involved might be what allows the Alchemist to perform this service. Its also possible that an existing skill/ability can also do this when the character has sufficient margin/level in a given skill/ability (example Level 6 in Lore: Magic given the Wizard starts with this and that level one of the requirements needed to switch to Alchemist).
EDIT:
I would say yes to the question of Object Read, though it might leave "holes" like mental activation given the power can allow you to see glimpses of the past, which could include magical feats but might not give a complete picture on how the magic is activated necessarily.
As for identifying the exact enchantment and how to activate them. We know its possible since that is a service that Alchemists perform, and they need to be Level 6 Wizard (and Diabolist, and a lower level Summoner). IMHO this means that some combination of the classes involved might be what allows the Alchemist to perform this service. Its also possible that an existing skill/ability can also do this when the character has sufficient margin/level in a given skill/ability (example Level 6 in Lore: Magic given the Wizard starts with this and that level one of the requirements needed to switch to Alchemist).
EDIT:
I would say yes to the question of Object Read, though it might leave "holes" like mental activation given the power can allow you to see glimpses of the past, which could include magical feats but might not give a complete picture on how the magic is activated necessarily.
- Library Ogre
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Re: Identifying Magic Items
So, a few options:
As mentioned, an alchemist. The PFRPG lays it out; 50-100 for potions and scrolls, 100-600 for magic items.
Skill wise, Mystic Symbology and Read Wards can give hints. History and the various Lore skills might provide data (History to recognize well-known items, Lore skills for the same, as relates to their specific knowledge). Lore: Magic might not let you identify a random sword you find on the ground, but it will help you recognize a famous Rune Weapon. This would also include the Druidic knowledges of history and Oghrunes.
Priests might use Prayer of Communion (vague) or Prayer of Intervention (more specific). Miracles in extremis. Priests of Darkness and Summoners both have the option of summoning something that may know, but I'd tend to say that's the realm of smarter greater demons/deevils... Mares, Devilkins, and Fiends MIGHT be able to help you, but probably won't.
While I wouldn't let them completely identify an item, I'd let both See Aura and Object Read give you hints. Commune with Spirit might also help. Clairvoyance (and the spell Oracle) might help if you get a bit cheeky... try to see into the future where you already know what the item is, but I wouldn't count on that.
As mentioned, an alchemist. The PFRPG lays it out; 50-100 for potions and scrolls, 100-600 for magic items.
Skill wise, Mystic Symbology and Read Wards can give hints. History and the various Lore skills might provide data (History to recognize well-known items, Lore skills for the same, as relates to their specific knowledge). Lore: Magic might not let you identify a random sword you find on the ground, but it will help you recognize a famous Rune Weapon. This would also include the Druidic knowledges of history and Oghrunes.
Priests might use Prayer of Communion (vague) or Prayer of Intervention (more specific). Miracles in extremis. Priests of Darkness and Summoners both have the option of summoning something that may know, but I'd tend to say that's the realm of smarter greater demons/deevils... Mares, Devilkins, and Fiends MIGHT be able to help you, but probably won't.
While I wouldn't let them completely identify an item, I'd let both See Aura and Object Read give you hints. Commune with Spirit might also help. Clairvoyance (and the spell Oracle) might help if you get a bit cheeky... try to see into the future where you already know what the item is, but I wouldn't count on that.
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When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!