Atlantean Trilogy Archive
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Rod of Identification

Magic item, Rod

A charge-storing rod whose spells are devoted to identifying plants, creatures and spells.

From the book

This rod stores charges of three Sorcery spells: Identify Herbs and Plants, Species Identification and Spell Analysis. It tells the bearer a plant's uses and powers, the general strength, habits and motives of an unknown creature, and any spell, curse or trap resting on an area, object or being. Rods are usually metal or wood, 2-3 ft. long and about an inch thick. Few are decorated, though some primitive casters carve figures or signs along it. A rod holds up to 36 charges, can be recharged, and may also be enchanted +1-3 to hit.

It needs a minor magic item's materials (1,000 G.P. or more of incense, herbs and other offerings, a rod of superior quality and another 2,000 G.P.) and a month plus a day per charge of enchanting, about 12 hours daily. Success is 99%, but missing a day spoils that week's work and missing two spoils everything. It sells for at least double its materials, plus 1,000 G.P. per week of work and 500 G.P. per storable spell.

A spoken command word fires a charge instantly, though no magic item works more than once a round; non-casters need Read Magic.

At a glance

Item type
Magic rod (multiple spell storing)
Spell powers
Identify Herbs and Plant, Species Identification, Spell Analysis
Construction
Usually metal or wood, 2-3 ft. long, about 1 in. diameter
Charges
Up to 36
Offensive bonus
May be enchanted +1-3 to hit
Materials
As per Minor Magic Items + 2,000 G.P.
Time to complete
1 month + 1 day per charge
Chance of success
99%
Value
At least 2x materials + 1,000 G.P. per week enchanting + 500 G.P. per storable spell
Recharge
Yes
Who can use
Only casters permitted the stored spells (no spells restricted to other professions)