Post by Dungeon Master on Dec 2, 2007 14:17:25 GMT
Ive been thinking about strating this thread for a while, particularly since Cathmhaol's shield and the little banter that was started afterwards. Everything discussed here is not know by characters, to keep it fair.
Ill start by listing spells and their respective descriptions, to give yoyu some idea of the power of each of the spells.
Detect Magic - shows magic items and the school of magic they broadly belong to. Attack = evocation, Defense = abjuration, misc = transmutation. Also shows broadly the power of the magic relative to those around it, so the items glow in a relative strength. eg. a +2 sword will glow more than a +1 sword beside it.
If its on its own, then it would be difficult to gauge its strength. Obviously artefacts and very powerful items will glow the most bright.
Identify - will identify all powers and charges of an item it touches. eg. it would say that a wand of frost was a wand of frost, with 6 charges left and its command word was kazzam. But its limited to one item a spell and its material components cost at least 100gp. So cost of this would be 100gp (multiplied by the level of the caster) + the material components cost. So a 10th level wizard would charge 1,100gp.
Legend Lore - reveals all the history & myth of a place, item, person, etc. So for a magic item youd get all its history plus what you get from identify above.
Now it would seem that fro Identifying, Identify would be the best spell.
Additionally, you have Bregl's
Bardic Knowledge - which seems to be a cut down version of Legend Lore. Due to his story telling skills, songs, poems. He has a chance of knowing a little something about anything. Be it a person item or anything else (locations et al.)
My final comment is based around what would an actual person in the Forgotten Realms know?
Would a fighter know he is carrying a +3 sword or would he know its a sword that defeated Troll in the high moor at the battle of the crossed bones. What Im saying is that doesnt it kill the atmosphere a little knowing that you have a sword +3 rather than the Trollslayer. Id like to keep that mystique if possible.
Thoughts
Ill start by listing spells and their respective descriptions, to give yoyu some idea of the power of each of the spells.
Detect Magic - shows magic items and the school of magic they broadly belong to. Attack = evocation, Defense = abjuration, misc = transmutation. Also shows broadly the power of the magic relative to those around it, so the items glow in a relative strength. eg. a +2 sword will glow more than a +1 sword beside it.
If its on its own, then it would be difficult to gauge its strength. Obviously artefacts and very powerful items will glow the most bright.
Identify - will identify all powers and charges of an item it touches. eg. it would say that a wand of frost was a wand of frost, with 6 charges left and its command word was kazzam. But its limited to one item a spell and its material components cost at least 100gp. So cost of this would be 100gp (multiplied by the level of the caster) + the material components cost. So a 10th level wizard would charge 1,100gp.
Legend Lore - reveals all the history & myth of a place, item, person, etc. So for a magic item youd get all its history plus what you get from identify above.
Now it would seem that fro Identifying, Identify would be the best spell.
Additionally, you have Bregl's
Bardic Knowledge - which seems to be a cut down version of Legend Lore. Due to his story telling skills, songs, poems. He has a chance of knowing a little something about anything. Be it a person item or anything else (locations et al.)
My final comment is based around what would an actual person in the Forgotten Realms know?
Would a fighter know he is carrying a +3 sword or would he know its a sword that defeated Troll in the high moor at the battle of the crossed bones. What Im saying is that doesnt it kill the atmosphere a little knowing that you have a sword +3 rather than the Trollslayer. Id like to keep that mystique if possible.
Thoughts