Identifying magic items

When a character sets about to identify a magic item, that character hopes to learn two details about that item:
  1. what does it do?
  2. how do I get it to do whatever it is that it does?
I've designed rules for identifying magic items that imitate the process a character would go through to learn about a magical possession. This method requires a bit of roleplay and creativity on the part of the player, as well as some judgment and imagination on the DM's part.

To identify a magic item, a character describes the steps employed. For scrolls or potions, this process is a simple as reading or tasting the consumable in question. In the case of spell scrolls, a character can immediately recognize any spell from their class spell list. For spells outside their purview, the character recognizes only that the scroll contains spell(s) but no action will reveal more. Other scrolls (cursed scrolls, protection scrolls, etc.) can be identified by any literate character, although cursed scrolls likely take effect immediately, pending saves and other circumstances.

If a liquid is a potion, taking just a sip is sufficient to determine its purpose. Unfortunately, poisons also follow this rule, so even a small sip is enough to potentially harm an individual, triggering the required saves to avoid the worst outcomes. Should a character be so foolhardy as to consume the entire contents of a bottle of poison in one action, that character has disadvantage on all related saves.

If the liquid in question is non-potable, the player learns only that more experimentation is needed, possibly dabbing the liquid on weapons, exposed skin or other physical items in an effort to see what this oil, cream or lotion does. For such "potions" please follow the sequence outlined below.

To identify the purpose and operation of any magic item, the player should describe any non-magical actions taken to learn about or activate the item during a short rest. Examples might include:
  • trying to remember any legends about items of a similar appearance
  • examining the item for marking, words or symbols
  • wearing the item as appropriate
  • trying activities like jumping, running, sneaking and such while the item is worn
  • shaking, waving or pointing the item at an intended target
  • trying command words in different languages or along thematic lines
So if the party recovers a hammer of dwarven make, then a character desiring to learn about this weapon might swing the hammer a few times, throw it at a target, look closely for inscribed runes, or shout out in dwarf words like "strike," "thunder," "lightning," or "destroy."

For each method described, the DM determines an ability check that is appropriate. In the above example of the hammer, the DM might ask for a melee attack roll, a ranged attack roll, either a perception(wisdom) or investigation (intelligence) check, and finally a charisma check to bend the item to the character's will. On the last check, if the character is fluent in dwarven, I would add their proficiency bonus to the roll. Note that some actions might automatically fail; if there are no runes or symbols of the hammer, then close scrutiny of the item will reveal nothing.

The difficulty for these rolls is determined by the potency of the item in question. For the time being, I am using the rarity level to reflect the innate power possessed by a magic item. (As with any roll, as DM I reserve the right to assign a circumstance bonus if a player describes highly appropriate actions taken in relation to the item in question.)
  • Common = DC 12
  • Uncommon = DC 14
  • Rare = DC 16
  • Very rare = DC 18
  • Legendary = DC 20
  • Artifact = DC ???
Once a maximum of four actions have been described, that player rolls up to four times to meet or exceed the DC listed. Two successes are needed to successfully identify a magic item, learning both its effects and its method of activation.

In addition to the mundane methods employed, players can also avail themselves to either a detect magic or identify spell. If the character uses detect magic as part of their study of the item, one roll (player's choice) is made with advantage. If identify was cast instead, two rolls have advantage. If both spells were consulted during the short rest, three rolls are made with advantage.

On these rolls, a natural 20 immediately reveals the powers of the item to a character, while a result of 1 on the d20 takes away one success received already or (if no successes have been received so far) ends the attempt instantly.

If a player achieves two successes among those rolls, the character learns all functions of the item. Should the character receive only one or even zero successes, that character cannot attempt to learn about that item until after taking a long rest.

Cursed items

If an item is cursed, the same method is applied as recounted above. However, the DCs listed will only reveal the beneficial effects of the item. To identify the harmful enchantments lurking inside the item, the DCs are increased slightly (anywhere from +1 to +5) to reflect the challenge of discovering an underlying curse.

Attuning magic items

As part of identifying a magic item, a player learns if that item also requires attunement. Some classes of items (weapons, armour, rings, cloaks, wands) always require attunement. Other items (potions, books, tomes, scrolls) function without a special connection between the character and the item. As a general rule, attunement is required for items that must be worn or that require specific instruction to know when to function and in what manner. Even without attunement, a weapon or armour will function as a non-magical version, while a ring or necklace will still remain valuable pieces of jewelry.

In order to attune an item, a character must spend a short rest trying to understand the item and its purpose. (This short rest cannot be the same short rest during which the magic item was identified.) The player selects one physical attribute (STR, DEX or CON) and one mental attribute* (INT, WIS or CHA) and makes a check with each. These checks represent the attempt to achieve mastery and a level of comfort with the magic item, both mentally and physically. Ability and proficiency bonuses (if applicable) are added to the result. The player must receive a result of 10 or better on both d20 to attune that item. If the character fails, a long rest must pass before trying to attune to that particular magic item again.

* I humbly beg forgiveness of any World of Darkness players for lumping a social attribute in with two mental attributes.

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