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See Magic Aura



TN: 15 (see below for magic item identification)

Duration: Concentration
Range: 30 feet
Resisted: None

The caster can see a magical glow on anything enchanted.



This spell can also be used to try to get more information about a magic item.

In this case the following rules apply:
Range: Touch
Caster can attempt to identify a single item no more than once a week. A second attempt in the same week will automatically increase TN by 20.
You may attempt the spell on as many different items you want even in the same day, if you want.

Caster throws dice as usual, results are as follow:
TN< 15 - failure, apply penalty to subsequent castings.

TN: 20 -
Any possible dangers the item possesses for the user.
TN: 25 - The item's least powerful ability, then so on up through each ability upwards through power. Note that regarding objects with a set number of charges or uses, this number is treated as a separate detail, and will be known before the ability is known. The same is true with a bonus weapon, which might also be a "flame tongue" or similar addition: these would be treated as two pieces of information.
TN: 26 to 30 reveal another ability for each extra point, in increasing order of power.
E.g. suppose that the item is a magic weapon with the following abilities, listed in order of power, from least to most powerful:.
  1. +2 to hit
  2. +1D to damage
  3. wielder can cast Invisibility once a day, TN 20

with 26 you get ability 1, with 27 you'll know about abilities 1 and 2, 28 will grant you knowledge of all the powers
if the item has more than 5 abilities, a 30 will give you knowledge of all of these.
TN: 35 - A full discussion about the item's intended purpose.
TN: 40 - Details about each previous user of the item, including when or where the item was lost if that is the case.


Credit: this idea comes from
Alexis Smolenk's idea on how to structure the Identify Spell in D&D.