Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. 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; a little taste is enough to tell the taster what the potion does.
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it’s a ring of feather falling.
Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, “Your steps feel strangely springy.” Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.
Variant: More Difficult Identification
If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does.
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Remember there are Rules as Written (RAW), Rules as Intended (RAI), and Rules as Fun (RAF). There's some great RAW, RAI, and RAF here... please check in with your DM to determine how they want to adjudicate the RAW/RAI/RAF for your game.
Personally I like the variant myself. In my game holding it for a short rest gives an idea of what it might do, but theIdentify spell gives the mechanics, the command words, and the requirements. If a party lacks the Identify spell, there are always mages around who will do it for them, for a small fee of course...
Rollback Post to RevisionRollBack
Remember there are Rules as Written (RAW), Rules as Intended (RAI), and Rules as Fun (RAF). There's some great RAW, RAI, and RAF here... please check in with your DM to determine how they want to adjudicate the RAW/RAI/RAF for your game.
Our table, too plays with the must use Identify to know all the details. As pointed out, our DM has ensured we had access to it within a reasonable period of finding some new arcane infused goodies, which helps. None of us really sit well with the idea of someone just sitting there smiling at an axe and then understanding it hurts Dragons especially well and lets whoever carries it see in the dark. Nope, fancy magic needs fancy magic to know it's there and what it is. Run with what best suits your table though, as I have seen several folks near rabid about allowing it in threads before, so table's choice.
Rollback Post to RevisionRollBack
Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I’ve been on the fence wondering how to implement this game mechanic in the storyline
I’ve been opting to use any many (official) Variant Rules as I come across
All for the sake of bringing my games closer to realism
But I’m new to DMing & all of my players are brand new to the game
For example: Gritty Realism, Healer’s Dependency & Slow Natural Healing are all part of my House Rules 😅
I’m now going with this variant rule for identifying… thanks
*** 🚨 DoIP SPOILER ALERT 🚨 ***
Now, my next “hurdle” will be explaining to my players why they can’t use the Pole of Collapsing or Clockwork Amulet after they’ve found it in Gnomengarde 😬
Our table, too plays with the must use Identify to know all the details. As pointed out, our DM has ensured we had access to it within a reasonable period of finding some new arcane infused goodies, which helps. None of us really sit well with the idea of someone just sitting there smiling at an axe and then understanding it hurts Dragons especially well and lets whoever carries it see in the dark. Nope, fancy magic needs fancy magic to know it's there and what it is. Run with what best suits your table though, as I have seen several folks near rabid about allowing it in threads before, so table's choice.
Happy to help. One thing I love about D&D is there are lots of variant rules hidden away in the core books, and many others you can find on forums to enhance one's game. All about the flavor we each want for our games. Enjoy!
Rollback Post to RevisionRollBack
Remember there are Rules as Written (RAW), Rules as Intended (RAI), and Rules as Fun (RAF). There's some great RAW, RAI, and RAF here... please check in with your DM to determine how they want to adjudicate the RAW/RAI/RAF for your game.
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“Give the players the Hat of Wizardry and Wand of Pyrotechnics cards if their characters acquire and identify these magic items”
How do characters “identify” items in game play?
Also, what are the players supposed to tell the DM (me) when they’re looking to identify a magic item?
I think I came across the game mechanics for this concept in the DMG once but haven’t been able to reference it since
Identifying a Magic Item:
https://www.dndbeyond.com/sources/dmg/treasure#IdentifyingaMagicItem
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Thank you 🙏🏾
I literally just found it shortly after typing
I was actually about to delete my post but will keep it up for your reference
In case any others have the same question
Linked above, printer here for convince:
Identifying a Magic Item
Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. 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; a little taste is enough to tell the taster what the potion does.
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it’s a ring of feather falling.
Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, “Your steps feel strangely springy.” Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.
Variant: More Difficult Identification
If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does.
Remember there are Rules as Written (RAW), Rules as Intended (RAI), and Rules as Fun (RAF). There's some great RAW, RAI, and RAF here... please check in with your DM to determine how they want to adjudicate the RAW/RAI/RAF for your game.
Personally I like the variant myself. In my game holding it for a short rest gives an idea of what it might do, but theIdentify spell gives the mechanics, the command words, and the requirements. If a party lacks the Identify spell, there are always mages around who will do it for them, for a small fee of course...
Remember there are Rules as Written (RAW), Rules as Intended (RAI), and Rules as Fun (RAF). There's some great RAW, RAI, and RAF here... please check in with your DM to determine how they want to adjudicate the RAW/RAI/RAF for your game.
Our table, too plays with the must use Identify to know all the details. As pointed out, our DM has ensured we had access to it within a reasonable period of finding some new arcane infused goodies, which helps. None of us really sit well with the idea of someone just sitting there smiling at an axe and then understanding it hurts Dragons especially well and lets whoever carries it see in the dark. Nope, fancy magic needs fancy magic to know it's there and what it is. Run with what best suits your table though, as I have seen several folks near rabid about allowing it in threads before, so table's choice.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Wow thank you 🙏🏾
You went above & beyond
I’ve been on the fence wondering how to implement this game mechanic in the storyline
I’ve been opting to use any many (official) Variant Rules as I come across
All for the sake of bringing my games closer to realism
But I’m new to DMing & all of my players are brand new to the game
For example: Gritty Realism, Healer’s Dependency & Slow Natural Healing are all part of my House Rules 😅
I’m now going with this variant rule for identifying… thanks
*** 🚨 DoIP SPOILER ALERT 🚨 ***
Now, my next “hurdle” will be explaining to my players why they can’t use the Pole of Collapsing or Clockwork Amulet after they’ve found it in Gnomengarde 😬
Nah… this was “laugh out loud” funny 😆
Happy to help. One thing I love about D&D is there are lots of variant rules hidden away in the core books, and many others you can find on forums to enhance one's game. All about the flavor we each want for our games. Enjoy!
Remember there are Rules as Written (RAW), Rules as Intended (RAI), and Rules as Fun (RAF). There's some great RAW, RAI, and RAF here... please check in with your DM to determine how they want to adjudicate the RAW/RAI/RAF for your game.