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Hexhunt
  • HEXHUNT
  • 📓Of Sword & Sorcery
    • Character
      • Abilities and Perks
      • Character Generation
      • Health Points
      • Alignment
      • Classes
        • Warrior
        • Priest
        • Witch
        • Pariah
      • Starting Money
    • Equipment
      • Weapons
      • Armour
      • Camping
      • Clothing
      • Containers
      • Cooking
      • Specialist Kits
      • Tools
      • Transportation
      • Writing
      • Market Goods
    • Combat
      • Combat Sequence
      • Initiative
      • Attacking and Damaging
      • Actions, unengaged
      • Actions, engaged
      • Facing
      • Morale
      • Terrain
      • Mounted Combat
      • Alternate Combat Rules
      • Monster Tactics
      • To Hit Matrix
    • Magic
      • Zeal
      • Soulstone
      • Corruption
      • Spellcasting
      • Spells
      • Revealing
      • Brewing
      • Spellbinding
      • Enchanting and Blessing
  • 📕Of Crypts and Wilderness
    • Gameplay
    • Units of Measurement
    • Mechanics
      • Deck and Cards
      • Checks and Saves
      • Movement
      • Encumbrance
      • Hunger and Thirst
      • Weather
      • Humours, Diseases, Surgery
    • Actions
      • Delve Actions
        • Search
        • Loot
        • Listen
        • Enter
        • Sup
        • Respite
      • Exploration Actions
        • Survey
        • Forage
        • Fish
        • Hunt, Track, Set Traps
        • Cook
        • Harvest
        • Graze Animals
        • Rest and Encamp
        • Mountaineering
    • Events
      • POI Events
        • POI Incidents
        • POI Objects
        • POI Monsters
      • Overland Events
        • Incident
        • Object
        • Monster
    • Missions
      • Tasks
      • Quests
      • Hunts
      • Contracts
    • Factions
    • Retainers
    • NPCs
    • Divination
    • Coinage and Trade
    • Tomes and Scrolls
    • Company Rules
    • Domain Rules
      • Construction
    • Maritime Affairs
    • Appendix A
      • Traps
      • Treasure
      • Secret Doors
    • Appendix B
      • Alchemical Materials
      • Armour
      • Beverages
      • Camp Equipment
      • Charms
      • Cloth
      • Clothing
      • Concoctions
      • Container
      • Cooking Equipment
      • Corpse, Carcass
      • Dairy
      • Essences, Perfumes
      • Field Rations
      • Flowers, fresh and dried
      • Fruit
      • Gemstones
      • Grain, feed
      • Herbs, spices, nuts
      • Liquids
      • Lumber
      • Meat
      • Metals, Metalloids
      • Minerals, Stones,Pigments
      • Misc. Tools
      • Mould, Fungi
      • Mundane Items
      • Oils
      • Oils, Spirits
      • Seasonings
      • Specialist Kits
      • Spellbound Items
      • Stones, bricks
      • Talismans
      • Tomes, scrolls
      • Transportation
      • Trinkets
      • Valuables
      • Vegetables
      • Vitriols
      • Waters
      • Weapons
      • Writing Materials
  • 📘Of Men & Monsters
    • Men
      • Humans
      • Abhumans
    • Monsters
      • Beasts
      • Legendary Monsters
        • Bugbears
        • Ogres
        • Giants
        • Trolls
        • Dragons
        • Demons
    • Appendix C
      • POI Generation
    • License
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  1. Of Sword & Sorcery
  2. Magic

Revealing

Any found magical item needs to be identified. Enchanted or blessed items (i.e. all magical items) require studying. Just by touching it, one can understand if an item is magical. But identifying is the practice of revealing the powers (and weaknesses, if any) of the item. The historical value of any item determines its identification requirements.

If there's no signs to the historicitity of an item (such as the type of POI it was found in), roll a d6 to assign a historical value.

d6

1

Current

one punct

2

Recent

two puncts

3

Old

one hour

4

Historical

one day

5

Ancient

one week

6

Alien/Unknown

one month

During the process, the sole significant activity of the magic-user is the revealing. No additional roll is required.

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Last updated 2 years ago

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