I homebrew this slightly differently. So if there is no one around to identify a magic item but someone is proficient in Arcana I let them make an intelligence roll after spending a short rest with the item, Flat DC is 10 with modifiers based on the rarity ( less rare lowers the DC, more rare raises it) and if this is the first or second attempt to identify it, if the second they get advantage on the roll.
If a player has identify then that doesn't automatically mean they identify everything about an item either, usually they do but, sometimes if the item is something they will never have had any contact with previously, I force the same arcana check with the same rules as above.
This seemed like an obvious solution to me as well. Arcana
DMG pg136 Identifying a Magic Item: "Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it.
Discovering a magic item's properties isn't automatic, however. The identify spell is the fastest way to reveal an item's properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception..."
-----
Curses seem to all be Unique per item found, Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic: removing the armor fails to end the curse. While cursed you have vulnerability to two of the three damage type associated with the armor (not the one to which it grants resistance).
But each item removes and adds-to these rules, so... curses are all unique and up to DM/item description. ------ Edit: Non PHB/DMG and my opinion: One-hour (a short rest) and "useage of this item" for its intended use (if unknown like an Orb, Use Object), 'a few times' within that hour. (pref during combat)
I.e. if it's a sword, you have to swing-it a bit for an hour; (in combat? out of combat?) (run risk of getting cursed if unknown). I.e. If it's an orb or lamp, you have to rub the lamp a few times over an hour.
I believe you're referring to the Short Rest method. Ultimately it's up to the DM if that divulges any information about curses. The book actually suggests that "most methods of identifying items fails to reveal a curse" and I would suggest that even the Short Rest method should not.
Most methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed.
As I said, RAW the Identify spell doesn't reveal that an item is cursed unless the specific item's description says it does.
Now for your situation, a little antique dealer in town would be the best answer. Maybe an old Gnome, retired from adventuring to a quiet little corner of the world. For a small fee (or task) he would identify anything magical the group comes across. That tends to be how I handle things for the group, if nobody has the spell. Someone nearby, with a reasonable reason as for having the ability, is made known to them, so they can use his or her skills.
There's a reason there are memes about Deckard Cain doing exactly this...
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This seemed like an obvious solution to me as well. Arcana
DMG pg136 Identifying a Magic Item: "Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it.
Discovering a magic item's properties isn't automatic, however. The identify spell is the fastest way to reveal an item's properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception..."
-----
Curses seem to all be Unique per item found,
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it.
Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic:
removing the armor fails to end the curse. While cursed you have vulnerability to two of the three damage type associated with the armor (not the one to which it grants resistance).
But each item removes and adds-to these rules, so... curses are all unique and up to DM/item description.
------
Edit: Non PHB/DMG and my opinion:
One-hour (a short rest) and "useage of this item" for its intended use (if unknown like an Orb, Use Object), 'a few times' within that hour. (pref during combat)
I.e. if it's a sword, you have to swing-it a bit for an hour; (in combat? out of combat?) (run risk of getting cursed if unknown).
I.e. If it's an orb or lamp, you have to rub the lamp a few times over an hour.
Drakiel the Bard, teller of stories, maker of dreams.
That's what I said.
RAW the item will specify if the Identify spell will show that it's cursed.
I believe you're referring to the Short Rest method. Ultimately it's up to the DM if that divulges any information about curses. The book actually suggests that "most methods of identifying items fails to reveal a curse" and I would suggest that even the Short Rest method should not.
As I said, RAW the Identify spell doesn't reveal that an item is cursed unless the specific item's description says it does.
There's a reason there are memes about Deckard Cain doing exactly this...