Re: MISCELLANEOUS
HOUSE RULES FOR SPECIFIC SPELLS
Mage Spells
Identify
The Identify spell is modified for house rule purposes as follows:
If the Mage specifically reserves an identify spell before resting (as opposed to it being used by an open slot), then he may use it to identify one object without other preparations upon casting the spell. This process requires 1 hour. (The mage does not lose constitution.)
If the Mage does not specifically reserve the spell but instead uses an open slot, this process requires 4 hours. (The mage does not lose constitution.)
If the Mage wishes to identify multiple objects at the same time, the following rule applies (which is the description in the normal rules as modified below), up to a number of items equal to the level of the caster:
When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately 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 discovered per handling (i.e., a 5thlevel 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 determined. 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. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an
unconscious character).