Site Index > Rules > Character > Skills > Knowledge > Identify Magic |
Identify Magic | |
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Skill Name: | Identify Magic
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Skill Tree: | Knowledge
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Prerequisite(s): | None
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Skill Point Cost: | 2
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Description: | Allows a character to be able to identify the details for magical treasures. |
A useful skill for learning what magical items do and identifying other non-valuable items.
Description
This skill allows characters to learn what it is common or magical objects do.
Not every character needs to learn this skill, you can always have others identify objects for you. All magical items have a blue glow, so no character needs this skill to be able to tell that an item is inherently magical.
Effect
Characters with this skill can read the magic item listing to identify anything marked with an E (Former Feb Feast Item), F (Feb Feast Item), H (Hybrid Item), K (Keepable Item), N (Non-Keepable Item), Q (Quest Item) or older, non-lettered items.
Using this skill in the field often requires having good cell phone service to be able to access the item lookup sheet, which can vary based on the location in camp and your cell phone provider. It is recommended open the sheet on your phone before coming to game and save it for offline use if you are concerned about this. A copy of the listing is also kept in the inn in an orange binder for players to access. Due to their experience dealing with all sorts of adventurers, innkeepers can help you use this to identify any magical items you may find, know the value of unusual objects, and have the ability to obtain the item information if it has not been updated in the binder.
References
Knowledge Skills
Knowledge skills are a catch-all for things characters might learn in the world. They include languages, first aid, identifying magic items, and other such useful skills. Most of these skills are combined with production skills to give the Savant title.
Identify Magic is not required for the Savant title; this is because it does not provide any benefit to producing consumables. |
Numbered Items
Numbered items (a term which includes alpha-numberic labelled items) can sometimes be taken from their owners. On newer items the letter indicates if this can happen.
- E: A Former Feb Feast Item - This was a Feb Feast item purchased before 2023, but it has since lost its properties and is now a standard keepable/ lootable item. The letter E is used because it is easy to turn an F into an E. Players can identify what it does with the identify magic skill.
- F: A Feb Feast Item - A feb feast item from before 2023. These items may be taken temporarily but must be returned to their owner by the end of the event. Players can identify what it does with the identify magic skill.
- H: A Hybrid Item - This is a valuable item that also has special properties. It may be taken. Players with either Estimate Value or Identify Magic can identify what the item is.
- K: A Keepable/ Lootable Item - This is an item that can be looted. Players can identify what it does with the identify magic skill.
- N: A Non-Keepable/ Non-lootable Item - This item may not be taken. Some mechanics that players need to be able to look up that aren't represented by a prop (such as plagues) may also use a number with an N. Players can identify what it does with the identify magic skill.
- Q: A Quest item - This is something that needs to be returned to the logistics building by the end of the event. It cannot be kept long term. Players can identify what it does with the identify magic skill.
- V: A Valuable Item - This can be taken at any time. Players can identify what it does with the estimate value skill.
- <No Letter>: A Legacy Item - These items predate the alpha-numeric numbering system we are using now. You'll need to look the entry up on either the Magic Item list or the Estimate Value list to know if you can loot it.
Blue Glow
Anyone who looks at a magic item should be able to immediately tell the item is magical. Characters can simply ask one another 'Is that glowing?' in reference to an item, and the other player should say 'yes' if the object is magical. Sometimes magic items are given a blue glow using an electric light or glow stick of some kind to make it very clear the item is magical. This is done to avoid a situation where one character figures out something is magical, and they are able to slip away with it while others don't ever realize the object had value - when it should be obvious.
Savant Title
A character earns the Savant title after obtaining all 20 production points and learning the following skills:
- Alchemy Mastery
- Brew Potion
- Scribe Scroll
- Estimate Value
- First Aid
- Herbalism
- Read Magic
- At least one language that was not inherited at the character's creation.
- Note that every character gains the Common language at creation, even if you choose to roleplay that you don't know it, so does not count towards this title.
Savants gain 5 production points that break cap. When producing potions or scrolls Savants, instead of being limited to only spells they know, may also copy potions and scrolls they have on hand to determine which they can make. This cannot be used to copy scarce items.
Only Savants can use an Alchemist's Laboratory.
Categories: Skills | Knowledge Skills | Item Types
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