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Identify is a divination spell that determines a single feature of a magic item.[4]

Identify is an uncommon spell in the Realms, though not a popular one.[9]


EffectEdit

The spell determines the single most basic function of each magic item, including how to activate that function (if appropriate), and how many charges are left (if any). If a magic item has multiple different functions that are equally basic, identify determines the weakest function.[citation needed]

Arcane Material ComponentsEdit

A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.[citation needed]

Arcane HistoryEdit

The Netherese arcanist Trebbe is given the credit for the creation of this spell in -2271 DR, which back then was called Trebbe's scry identify.[1][10]

Divine HistoryEdit

Savras has always granted his priests the use of this spell.[11] Azuth has always granted access to a special version of identify to his priests.[12] The general spell identify has only been known to clerics a couple of years[13] after the Time of Troubles and only to clerics of a god of magic.[14] been known to clerics for as long as there have been god to worship.

ReferencesEdit

  1. 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 252. ISBN 978-0-7869-6560-1.
  3. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 59. ISBN 978-0-7869-6560-1.
  4. 4.0 4.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 243. ISBN 0-7869-2886-7.
  5. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 135. ISBN 0-88038-716-5.
  6. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 180. ISBN 0-7869-0394-5.
  7. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  8. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  9. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 152. ISBN 0-8803-8828-5.
  10. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 26. ISBN 0-7869-0437-2.
  11. Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), p. 50. ISBN 0-7869-0657-X.
  12. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 35. ISBN 978-0786903849.
  13. Warning: book within boxed set not specified for Netheril: Empire of Magic
  14. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 64. ISBN 0-7869-1836-5.

SourcesEdit

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