Newsgroups: rec.games.frp.dnd From: tamitha@chaos.cs.brandeis.edu (Tamitha Carpenter) Subject: Re: Identification of Magic Items Date: Tue, 4 May 1993 18:16:26 GMT Lines: 113 zxmna01@studserv.zdv.uni-tuebingen.de (Brian Nash) writes: >Hey all, here's a quick D&D question that I've been deliberating >over recently. What kind of methods do you all use to handle the >identification of magical items? I am usually running a very detailed (some might call slow) campaign. In this campaign, there is really no way to fully identify a magic item. There are players carrying equipment that is very magical, but they still have no clue that it even is magical, much less what its powers are. What about detect magic, you say, well, the items are apparently nondescript, and they don't expect them to be magical, so they have never put them on the table to be detected. There is even one case that the wearer of a magical pin wears it on a magical vest and therefore they have never seen the pin glow alone. The magic of the vest masks its detection. Thus, my answer to your question would be "Why should they fully identify items? The mystery of the items exact power makes the game MUCH more fun than actually knowing the plusses/charges/powers/etc." Yes, it makes much more work for the DM to keep track of the items, but lets you have very interesting roleplaying sessions, when the thief gambles away an apparently blank book, that is a magical spell book that the mage has long been looking for. But to answer, specifically, your questions: >Weapons - Weapons feel lighter (Optional rule that magic weapons reduce the speed factor added to inititive), keep their edge better, and sometimes glow. But when identified, the mage/sage can only find out its history, possibly some of its extra powers, and give only a bague impression as to its usefullness against enchanted creatures. But, after about 15 game sessions where the player knows it is magical, has used it against opponents, and felt its speed in use, I will give the "plusses" to the player. By that time the player is used to not knowing its plus and tends to role play like the character doesn't either. >Misc Magic - Potions usually can be guessed by tasting them and gauging the feeling, or a minor impression of what the whole thing will do. Also, color, appearance, taste, and smell remain the same for a type of potion from the same type of source. (Mages make say, yellow healing potions, while clerics of the local religion make blue... but gnollish shamans might make icky grey helaing potions... as long as they remain consistant the characters don't have to run home to find out.) Other magical items often take game years to discover what they do. A medalion of Protection from Scrying and Location was mistaken for a blessed holy symbol for almost 2 years until someone tried to talk telepathically with the character and the medallion blocked it. Now they think it is a holy symbol that prevents mental domination.... :-) Only when they find instructions, notes, or are told by the seller, creator, etc. will the characters really know what to do with an item. They can try to "invoke" its magic by concentrating on it, focusing a spell on it, or throwing it to the floor, but they will not really ever know EXACTLY what it will do. One of the best was a "disconnected" Neclace of Missles Bead. It looked mostly like an acorn. The party mage detected "Evocation" on it. (USE this difference between clerical detect magic and wizard detect magic. It is important to determine what the item can or cannot do.) The players tried planting it (thinking it was some magical tooth/bone that would summon a warrior), concentrating on it, etc. They had to break it to cause the fire-ball explosion. Finally, they tried to place it in a dead character's mouth and crushing it with his teeth. Thinking it would heal or bring him back to life. ---> Boom. Now they know what the other 2 acorns will do. BUT THEY STILL DON'T KNOW THE hit dice OF THE OTHER BEADS. They probably never will. >Rods/Staves/Wands - This is easier. A wand is useless without the command word, unless it was specifically enchanted to go off when waved or some such thing. An identify might tell you in vauge terms what the item will do (basically detecting the spells inside), and a detect magic might determine which Class of Spell is in there... (Often they only see the Permenancy spell, for non-charged items.)... but without the command word... nothing. Since items often live longer than the maker, an application of the invisible Wizard Mark spell often hides the command word. Or it is inscribed on the side of the item in plain sight. But if you have a paranoid mage that made the item, there might only be one copy of the command word written in a book somewhere in the wizard's library. The object for a quest, etc. So, only tell them what the item does either AFTER they basically have got it right and have some confirmation, or if the information source is reliable. It is more work for the DM, but makes the game much more enjoyable and detailed. Wizard of the 7th Circle David E. Wall wiz@donald.phast.umass.edu or this account.