1 - Identify (Div)

Spell Name 1 - Identify (Div)
Duration 1 rd / lvl
Range 0
Casting Time Special
Saving Throw none
Area
Components
Description of the Spell
When an identify spell is cast, magical items subsequently
touched by the wizard can be identified. The eight hours immedi-
ately preceding the casting of the spell must be spent purifying the
items and removing influences that would corrupt and blur their
magical auras. If this period is interrupted, it must be begun again.
When the spell is cast, each item must be handled in turn by the
wizard. Any consequences of this handling fall fully upon the wizard
and may end the spell, although the wizard is allowed any applicable
saving throw.

The chance of learning a piece of information about an item is
equal to 10% per level of the caster, to a maximum of 90%, rolled
by the DM. Any roll of 96–00 indicates a false reading (91–95
reveals nothing). Only one function of a multifunction item is discov-
ered per handling (i.e., a 5th-level wizard could attempt to determine
the nature of five different items, five different functions of a single
item, or any combination of the two). If any attempt at reading fails,
the caster cannot learn any more about that item until he advances
a level. Note that some items, such as special magical tomes, cannot
be identified with this spell.

The item never reveals its exact attack or damage bonuses,
although the fact that it has few or many bonuses can be deter-
mined. If it has charges, only a general indication of the number of
charges remaining is learned: powerful (81% – 100% of the total
possible charges), strong (61% – 80%), moderate (41% – 60%),
weak (6% – 40%), or faint (five charges or less). The faint result
takes precedence, so a fully charged ring of three wishes always
appears to be only faintly charged.

After casting the spell and determining what can be learned from
it, the wizard loses 8 points of Constitution. He must rest for one
hour to recover each point of Constitution. If the 8-point loss drops
the spellcaster below a Constitution of 1, he falls unconscious. Con-
sciousness is not regained until full Constitution is restored, which
takes 24 hours (one point per three hours for an unconscious char-
acter).

The material components of this spell are a pearl (of at least
100 gp value) and an owl feather steeped in wine; the infusion
must be drunk prior to spellcasting. If a luckstone is powdered
and added to the infusion, the divination becomes much more
potent: Exact bonuses or charges can be determined, and the
functions of a multifunctional item can be learned from a single
reading. At the DM’s option, certain properties of an artifact or
relic might also be learned.