Identify
(Divination)


L^: mu1
-
R#: 0
-
D^: (1 segment)*
C^: v.s.m
-
CT: 1t
-
S^: S <(1 per segment)>
A^: One item
-
-
-

Effect: When an identify spell is cast,
one item may be touched and handled by the M-U in order that he or she may possibly find what dweomer it possesses.

The {item} in question must be held or worn as would be normal for any such object,
i.e. a bracelet must be placed on the spell caster's wrist,
a helm on his or her head, boots on the feet, a cloak worn, a dagger held, and so on.
Note that any consequences of this use of the item fall fully upon the M-U,
although any saving throw normally allowed is still the privilege of the M-U.

For each segment the spell is in force, it is 15% + 5% per level of the magic-user probable that 1 property of the object touched can become known
-- possibly that the item has no properties and is merely a ruse (the presence of Nystul's magic aura or a magic mouth being detected).

The item will never reveal its exact +plusses+ to hit or its damage bonuses, although the fact that it has few or many such +plusses+ can be discovered.

If it has charges, the object will never reveal the exact number, but it will give information which is +/-25% of actual,
i.e. a wand with 40 charges could feel as if it had 30, or 50, or any number in between.

The item to be identified must be examined by the magic-user within 1 hour per level of experience of the examiner after it has been discovered,
or all readable impressions will have been blended into those of the characters who have possessed it since.
After casting the spell and determining what can be learned from it, the magic-user loses 8 points of constitution.
He or she must rest for 6 turns per 1 point in order to regain them.
If the 8 point loss drops the spell caster below a constitution of 3, he or she will fall unconscious, and consciousness will not be regained until full constitution is restored 24 hours later.
<0 Con = unConscious | -Con = Dead?>
<above assumes the Con table being extended to 0, 1, 2>

Save: Each time a property can be known, the referee will secretly roll to see if the magic-user made his or her saving throw versus magic.
If the save was successful, the property is known;
if it is 1 point short, a false power will be revealed; <make a random roll on the magic item tables, for the false power?>
and if it is lower than 1 under the required score no information will be gained.

If a luckstone is powdered and added to the infusion, probability increases 25% and all saving throws are made at +4.

MC: A pearl (of at least 100 g.p. value) and
an owl feather steeped in wine,
with the infusion drunk and a live miniature carp swallowed whole prior to spell casting.
If a luckstone is powdered and added to the infusion, probability increases 25% and all saving throws are made at +4.
 

Scroll Creation:
1 ounce giant octopus ink
1 clump of honey fungus plant
1 bunch of fennel
1 fist-sized piece of rose quartz
1 drop of holy water
1 saffron plant
1 small, flawless diamond

Bottle the octopus ink in a silver vial,
and take it to the woods at night. Live
honey fungus is found on rotting bark
and is readily identified by its pale green
glow. Pluck it from the bark and submerge
it straightaway in the vial, adding
the drop of holy water immediately afterward.
Cap the vial and warm it in a
small fire. Meanwhile, crush and slice
the fennel and saffron into a bowl of water,
and powder the rose quartz. Add the
powder to the silver vial, and shake.
Then take the vial from the fire, and allow
it to cool in a dark place. Place the bowl
over the fire and let the water boil away.
Powder the diamond and add it to the
water during the boiling. Add the residue
to the silver vial, seal, and place under
pure, fast-running spring water for at
least six days. Store the ink in the silver
vial when not in use.
- The Book of the Silver Talon


* Feather, wing/white/owl (common/uncommon; 1-6 gp/ea.): farm, gathering, tailor (BD4.38)
* Wine, pint, good = 10 sp (1 pint = 1 pound) <simple, not WSG.53>
* Skin for water or wine = 15 sp (0.5# empty, 5# full)
* Carp, live miniature (scarce; 1 sp/ea.): bait shop, fishmonger

AMC (PH.64)
* Wine, pint, watered = 5 sp <'50%' chance of success?>