A Deep Dive into AD&D 2e Spells: Identify

  • Level: 1
  • Range: 0
  • Components: V, S, M
  • Duration: 1 round/level
  • Casting Time: Special (8 hours preparation)
  • Area of Effect: 1 item/level
  • Saving Throw: None

In modern tabletop systems, Identify is a convenient, instant scanner that functions like a magical encyclopedia. In AD&D 2e, it is a grueling, exhausting, and actively dangerous ritual. It is the spell that separates cautious veterans from dead apprentices. Between exorbitant material costs, brutal physical tolls, and the ever-present threat of cursed items, Identify is less of a utility spell and more of a high-stakes gamble that requires the entire party to build their downtime around the wizard’s recovery.

Functional Overview

The casting process is notoriously complex, demanding strict adherence to a ritualistic timeline:

  • The 8-Hour Purification: Before the spell is even cast, the wizard must spend 8 uninterrupted hours purifying the items. If this is interrupted, the clock resets.
  • The Handling Risk: The wizard must physically handle the item during casting. Any negative consequences of handling the item (such as contact poisons or curses) trigger immediately, falling fully upon the wizard.
  • The DM’s Secret Roll: Success is not guaranteed. The DM secretly rolls percentile dice. The wizard has a 10% chance per level (maximum 90%) to learn a single piece of information. A roll of 91–95 yields nothing, and a 96–00 provides false information.
  • Vague Answers: The spell never reveals exact attack or damage bonuses, only indicating if it has “few” or “many.” Charges are grouped into vague categories (e.g., Faint, Moderate, Powerful).
  • The Constitution Drain: After the spell concludes, the wizard instantaneously loses 8 points of Constitution. They must rest completely for 8 hours (1 hour per point) to recover from the physical shock of the divination.
  • The Material Cost: The wizard must consume an infusion of wine steeped with an owl feather, alongside a 100 gp pearl.

Tactical Insights & Exploits

When dealing with the harsh economic and physical realities of this spell, veteran dungeoneers have developed strict protocols for its use:

1. The 16-Hour Vulnerability Window

Casting this spell dictates the party’s entire schedule. Between the 8 hours of uninterrupted purification and the 8 hours of required rest to recover the 8 points of Constitution, the wizard is effectively out of commission for a full 16 hours. If a wizard with a base Constitution of 9 casts this spell in a hostile dungeon, their HP pool drops drastically, and they become a massive liability. Smart parties only cast this in a secured inn or a fortified stronghold.

2. The Cursed Item Trap

Because the spell requires the wizard to “handle” the item, Identify is the absolute worst way to discover a cursed weapon. A wizard who picks up a Sword -1, Cursed or a Necklace of Strangulation during the ritual will immediately suffer the effects, potentially ruining the spell and requiring a cleric’s intervention. Cautious tables rely on Detect Magic and standard trial-and-error (like having the fighter swing a sword at a tree) to vet items before the wizard risks their life handling them.

3. The “One Try Per Level” Rule

The mathematics of this spell are punishing for low-level characters. A 2nd-level wizard has only a 20% chance of success per item function. If that roll fails, the spell description is absolute: the caster cannot learn any more about that item until he advances a level. Because of this, low-level wizards rarely waste 100 gp pearls casting this on standard magical swords, saving the spell strictly for complex items like wands or mysterious command-word rings where trial-and-error is impossible.

4. The Luckstone Nuke

Hidden in the material components is one of the most powerful—and expensive—upgrades in the game. If the wizard crushes a Luckstone and adds it to the wine infusion, the divination breaks all its normal rules. Exact bonuses (+3, +1) are revealed, exact charges are numbered, and all functions of a multi-use item are uncovered simultaneously. However, because a Luckstone is an incredibly rare, highly sought-after magical item in its own right, powdering one to identify loot is a desperate measure reserved for legendary artifacts.


Research & Acquisition

Identify is the pinnacle of 1st-level Divination, requiring a master’s understanding of magical auras and alchemical infusion.

  • Research Time: 1d10 + 1 weeks.
  • Financial Investment: 100–1,000 gp.
  • Material Components: A 100 gp pearl and an owl feather steeped in wine (consumed).

Theoretical Variants

Diviners often dedicate their lives to mitigating the horrific physical toll of this spell:

  • Proxy Divination (Level 2 Research): A vital safety variant. The wizard uses a set of silver tongs or a specialized magical ward to “handle” the item indirectly. This protects the caster from contact curses or immediate magical backlash during the casting, though it imposes a -10% penalty to the success roll.
  • Alchemical Buffer (Level 2 Research): By adding an expensive restorative draft (worth an additional 200 gp) to the wine infusion, the wizard halves the physical toll, losing only 4 points of Constitution instead of 8, drastically cutting down the required recovery time.
  • Focused Appraisal (Level 2 Research): Instead of identifying magical properties, this variant flawlessly identifies the historical origin, maker’s mark, and exact mundane monetary value of an item, favored by wizards who moonlight as antiquities dealers.

The Verdict

Identify is a masterpiece of resource-management game design. It forces players to ask a critical question: Is this glowing ring worth 100 gold, 16 hours of downtime, and the physical exhaustion of our wizard? It turns magical appraisal into an economic and tactical puzzle, heavily incentivizing players to experiment with their loot in the field rather than relying on a magical crutch.