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Identify
(Divination)
Level: 1
Range: 0
Duration: 1 rd/level
Area of Effect : 1 Item/level
Components: V,S,M
Casting Time: Special
Saving Throw: None
When an Identify spell is cast, magical items subsequently touched by the
magic-user can be identified. The eight hours immediately preceding the casting
of the spell must be spent purifying the items and removing influences that
would corrupt and blur their magical auras. If this period isn't interrupted, it
must be begun again.
When the spell is cast, each item must be handled in turn by the magic-user.
Any consequences of this handling fall fully upon the magic-user and may end
the spell, although the magic-user 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 GM. Any roll of 96-100
indicates a false reading (91-95 reveals nothing).
Only one function of a multifunctional item is discovered per handling (i.e.,
a 5th level magic-user 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%), or faint (five charges or less). The faint result
takes precedence, so a fully charged ring of three wishes always appears to be
only faintly charged.
After casting the spell and determining what can be learned from it, the
magic-user loses 8 points of Constitution. He must rest for one hour to recover
each point of Constitution. If the 8-point loss drops the spellcaster below a
Constitution of 1, he falls unconscious. Consciousness is not regained until
full Constitution is restored, which takes 24 hours (one point per three hours
for an unconscious character).
The material components of this spell are a pearl (of at least 100 gp
value) and an Owl feather steeped in wine; the infusion must be drunk
prior to spellcasting. If a Luckstone is powdered and added to the infusion,
the divination becomes much mote potent: exact bonuses or charges can be
determined and the functions of a multifunctional item can be learned
from a single reading. At the GM's option, certain properties of an artifact
or relic might also be learned.
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