Identify
(Divination)
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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?>