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Thread: IDing potions

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    DwarfBarbarianGuy

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    Default IDing potions

    Is there a cheaper way to identify potions than the use of the Identify spell?

    Thanks,
    Eph

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    Default Re: IDing potions

    In my group you can do it with a craft (Alchemy) check which DC = 10 + spell level. Or you can just huff the fumes and see what it does

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    Default Re: IDing potions

    Quote Originally Posted by EphU437 View Post
    Is there a cheaper way to identify potions than the use of the Identify spell?

    Thanks,
    Eph
    Good point. Identify = 100gp, 1st level potion = 50gp. So, Identifying those potions isn't worth it, since it'd be cheaper to buy two potions of whatever you want.

    I might houserule it into a skill check. Knowledge(Arcana) with a synergy bonus from Craft(Alchemy) and a bonus for gnomes and races with scent. Not sure what I'd put the DCs at though.
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    Default Re: IDing potions

    My current GM allows a Knowledge check (Arcana for arcane spells, Religion for divine) to identify the spell in a consumable spell item (potion or wand) if you use Detect Magic and succeed the Spellcraft check to identify the school of magic. Quite useful, considering that unless you have Psionic Identify or Analyze Dweomer in the party, low-level potions cost more to identify than to purchase. I suppose, in a psionics-rich setting, you might be able to pay for a Psionic Identify and get off cheap...
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    PirateWench

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    Default Re: IDing potions

    Even without resorting to houserules a Spellcraft check DC 25 does it.

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    Barbarian in the Playground
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    Default Re: IDing potions

    damn you beat me to it! spellcraft DC25!!
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    Default Re: IDing potions

    I have a chart with a physical description of every type of potion. It includes color, scent, consistency, and taste. Thus, clever players can always remember what potions that fit the description did in the past.
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    WolfInSheepsClothing

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    Default Re: IDing potions

    The DMG allows for the players to sample the potion and recommends that the DM allow some hint to it's effect. (It does this for most magical items, actually.)

    It's really up to the DM how much help that want to give the players though.
    Last edited by Theli; 2007-12-11 at 11:18 AM.

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    Default Re: IDing potions

    Yeah, that Spellcraft DC25 thing that two people posted already... it's in the book. In my games you can't even use the Identify spell to ID a potion, though I do allow Craft(alchemy) to make up for it. Mostly the Spellcraft one though... rarely had a party where SOMEONE didnt have ranks in it.
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    Default Re: IDing potions

    My last DM used labeled potions much of the time and allowed Identify to analyze multiple pieces of equipment simultaneously. I like the idea of a Craft (Alchemy) check (DC = 10 + spell level) or an Appraise check (DC = 15 + spell level).

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    Default Re: IDing potions

    Quote Originally Posted by Theli View Post
    The DMG allows for the players to sample the potion and recommends that the DM allow some hint to it's effect. (It does this for most magical items, actually.)
    I do this all the time, sometimes it is helpful sometimes it really isn't. They had a little bit of the potion Clairvoyance, and I told them they felt a little disorientated and for about half a second they saw double.

    They wouldn't try the one that smelt like wet dog (Animal Instinct).

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    Default Re: IDing potions

    Detect magic gives the school in question, which, if you have a good caster, they'll know what the school means.
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    Default Re: IDing potions

    The Magic Item Compendium has the Artificer's Monocle for 750gp. Cast detect magic, spend one minute studying the item, and you have all the information that identify would have given you. Every group I've played with gets one of these--I can't imagine playing D&D without it.

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    Default Re: IDing potions

    Think about it like this...

    Who has potions? Intelligent people. How do these intelligent people keep track of all their potions? They either use different vials (glass or metal or wooden) or they label them. Let's say you get knocked unconscious, wouldn't you rather your buddies be able to recognize your cure potion than spite some one else that might encounter it? Likewise, if you're selling them in a shop, wouldn't you label the containers so you don't accidentally sell the wrong one?

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    Default Re: IDing potions

    Who has potions? Intelligent people. How do these intelligent people keep track of all their potions? They either use different vials (glass or metal or wooden) or they label them.
    Yeah, but what's to say that the guy you just beat up and stole the potions from used the same labeling system that your party does? He might use a language that nobody in the party speaks, or he might just color-code them or something (using his own color code that makes sense to him, and which he never bothered to tell anyone else). That'll help if you get a whole lot of potions from the same source, so you can learn what each label means, but it doesn't do you much good when you find a guy carrying just a red bottle, a green bottle, and a purple bottle.
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    Default Re: IDing potions

    Quote Originally Posted by Tellah View Post
    The Magic Item Compendium has the Artificer's Monocle for 750gp. Cast detect magic, spend one minute studying the item, and you have all the information that identify would have given you. Every group I've played with gets one of these--I can't imagine playing D&D without it.
    That's the crafting price. The full price is 1500gp. But it's still one of the most awesome magic items ever. Not just because it's useful, but because it's also a monocle, and those are awesome.
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    Default Re: IDing potions

    Quote Originally Posted by Tellah View Post
    The Magic Item Compendium has the Artificer's Monocle for 750gp. Cast detect magic, spend one minute studying the item, and you have all the information that identify would have given you. Every group I've played with gets one of these--I can't imagine playing D&D without it.
    Unfortunately, Artificer's Monocle only works for Artificers. Most parties have to spring for a Monocle of Perusal which costs 6500gp.

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    Quote Originally Posted by Chronos View Post
    Yeah, but what's to say that the guy you just beat up and stole the potions from used the same labeling system that your party does? He might use a language that nobody in the party speaks, or he might just color-code them or something (using his own color code that makes sense to him, and which he never bothered to tell anyone else). That'll help if you get a whole lot of potions from the same source, so you can learn what each label means, but it doesn't do you much good when you find a guy carrying just a red bottle, a green bottle, and a purple bottle.
    He might; but having worked in a lab I can tell you things can get very, very confusing if not dangerous if you don't label things fairly clearly. (One of these beakers contains distilled water, the other concentrated hydrochloric acid. I really should have labelled them before I went to lunch...)

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    Default Re: IDing potions

    The Cloistered Cleric Varient has identify on it's spell list, and the 100 gp pearl is an Arcane Material Component only. See also the Magic Domain.
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    Default Re: IDing potions

    The easiest way is by drinking the stuff. Just be sure that it isn't something lethal before you do so. I had a barbarian who accidentally roasted his insides by drinking a whole bottle of alchemists fire. Stupidest character death ever.
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    Quote Originally Posted by Dark Tira View Post
    Unfortunately, Artificer's Monocle only works for Artificers. Most parties have to spring for a Monocle of Perusal which costs 6500gp.
    As Written either you "use your Artificer knowledge class" OR cast detect magic and have at least 5 ranks of Knowledge (Arcana)

    I doesn't even require Artificer's knowledge to create one. You can substitute the Knowledge (Arcana) 5 for that too

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    Ettin in the Playground
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    Default Re: IDing potions

    One option is for the DM to give subtle hints. There's lots of ways to do this -- they can be labelled, or there can be something about the potion that gives a hint. It can be subtle, though... the label might be a symbol of a snake for something poisonous, or a picture of a wounded arm radiating light for a healing potion. Alchemist's fire might smell oily or feel unusually warm, healing potions might give off a soothing scent... etc. Of course, not all potions of the same type would have the same 'hints', and sometimes they could be misleading. 'Professional' identification should still be the way to go if you have a way to do it.

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    Firbolg in the Playground
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    Default Re: IDing potions

    Many thanks to the people who pointed out that DC 25 Spellcraft option. Naturally it's not listed under "identifying potions" in the "potions" section of the "magic items" chapter...

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    Default Re: IDing potions

    Quote Originally Posted by dragonprime View Post
    The easiest way is by drinking the stuff. Just be sure that it isn't something lethal before you do so. I had a barbarian who accidentally roasted his insides by drinking a whole bottle of alchemists fire. Stupidest character death ever.
    Downside to just drink it and be done is when the Wizard drinks a potion of bulls strength. Or a buffing potion out of combat. Or a healing potion when undamaged.

    Labelling makes the most sense. I would say that there is a universal system for it (like the Skull and crossbones are for poisons in our world). Now a villain COULD move those around to mess upp his enemies, but I would rather not confuse myself, the plan is for the villain to drink the potion before getting killed himself.

    Frankly no reason why a potion of Heroism wouldn't be labelled as such. Healing potions has to be specially labelled (not to mention a standard form so you can find such bottles by touch) because they are... youknow difference between life and death sometimes. And when a mouthful of liquid worth 2 weeks (plus/minus whatever) of hard work for a commoner, you can spend the extra copper for a proper vial.
    Last edited by Khanderas; 2007-12-12 at 06:58 AM.

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    Quote Originally Posted by Kami2awa View Post
    He might; but having worked in a lab I can tell you things can get very, very confusing if not dangerous if you don't label things fairly clearly. (One of these beakers contains distilled water, the other concentrated hydrochloric acid. I really should have labelled them before I went to lunch...)
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    Last edited by Soepvork; 2007-12-12 at 07:02 AM.
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