Recommended changes to Identify


Combat & Magic

Liberty's Edge

In 3.5, three things make Identify a sorry spell:

1. One hour casting time.
2. 100 gp components cost.
3. Very little roleplaying value - particularly for fast paced games.

Honestly, our group never uses this spell because of the hurdles.

I am thankful that Paizo is taking a shot at tackling the spell to make it more useful. I may not have a full understanding of Appraise yet, but my concern is that the casting of Identify still won't yield a successful identification of a magic item.

I actually thought about approaching identify differently.

1. One full round casting time. I'd rather have some "mysticism" associated with this divination and a standard action seems to prompt.

2. 100 gp Focus item, e.g., a gem or pearl used as a focus to cast. While this is obviously more expensive that the components cost for Paizo's version, it also is a item Focus, as opposed to a Material Component. So, it'll never be used up and never need to be restocked. (Also, as noted above, I like to think that Identify will offer a sure fire identification . . . especially without the need of a skill check . . . or a botched skill check.)

I envision that, despite a greater investment of a 100 gp focus, the spell will have more appeal during a campaign, especially since it will provide some results (except perhaps for an artifact).

Thoughts?


I think you strike a good balance. Yes, its cost 100gp, but only once, and I agree that its better as an automatic success rather than a one-time skill bonus. I myself prefer my magic items mysterious, and never really liked Identify, but its something I wouldn't deprive my players of.

What I do like is the ability to Identify without spells, just not the way its done in the Alpha. But I think I'd be better off posting on that in detail over in the skills section.

Liberty's Edge

Infamous Jum wrote:

I think you strike a good balance. Yes, its cost 100gp, but only once, and I agree that its better as an automatic success rather than a one-time skill bonus. I myself prefer my magic items mysterious, and never really liked Identify, but its something I wouldn't deprive my players of.

What I do like is the ability to Identify without spells, just not the way its done in the Alpha. But I think I'd be better off posting on that in detail over in the skills section.

Well, in 3.5, we house ruled a Spellcraft check to allow for the identification of magic items (and one try per level). It worked out quite well.

Liberty's Edge

Saurstalk wrote:

In 3.5, three things make Identify a sorry spell:

1. One hour casting time.
2. 100 gp components cost.
3. Very little roleplaying value - particularly for fast paced games.

Honestly, our group never uses this spell because of the hurdles.

I am thankful that Paizo is taking a shot at tackling the spell to make it more useful. I may not have a full understanding of Appraise yet, but my concern is that the casting of Identify still won't yield a successful identification of a magic item.

Inspirational remarks!

Grand Lodge

This is the current Identify spell for Pathfinder

Identify
School divination; Level bard 1, sorcerer/wizard 1
Casting
Casting Time 1 standard action
Components V, S, M (cup of wine stirred with an owl’s feather)
Effect
Range 60 ft.
Area cone-shaped emanation
Duration 1 round/level (D)
Saving Throw: none; Spell Resistance: no
Description
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Appraise checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

Here is the Appraise Skill:

Appraise (Int)
With this skill, you can evaluate the value of any object, picking out priceless treasures from worthless junk. If you are trained in this skill, you can use it in conjunction with detect magic to ascertain the properties of a magic item.

Check: The DC of the Appraise check on non-magical items depends on their value, as noted on the following chart. If you fail the check you are unable to accurately gauge the value of an item. The GM might invent a value for the item that is wildly off the mark if your check fails by 5 or more. Particularly rare or exotic items might increase
the DC of this check by +5.

Mundane Item Value Appraise DC
0 gp–100 gp 5
101 gp–500 gp 10
501 gp–1,000 gp 15
1,001 gp–5,000 gp 20
5,001 gp–10,000 gp 25
10,001 gp+ 30

You can also use this check to determine the most valuable-looking item in a treasure hoard. The DC of this check is generally 20, but can increase to as high as 30 for a particularly large hoard.

If you are trained in Appraise, you can use it in conjunction with detect magic or identify to determine the properties of a magic item in your possession. The DC of this check is equal to 15 + the item’s caster level. If successful, you determine the item’s properties and command words.

You cannot determine the powers of artifacts through the use of this skill. You must be the caster of detect magic to use this skill in this way.

Grand Lodge

Note that under the new spell that multiple castings may result in a hangover.

Liberty's Edge

Heh. Person casting Identify better have a high Constitution.

Yeah, I read Identify. The part that has me leery is the "+10" instead of just being able to identify the particular enchantments.

But again, what we became accustomed to in my game were (1) spells that would automatically identify and (2) skill checks that could possibly identify.

Combining the two? I don't know.

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