Do only Wizards have the Identify spell (not the Spellblade nor Sorcerers)

Baraz
Level 14
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3 months ago (edited)

I was doing level-ups in the menu (not in-game) and was surprised to see only the Wizard had the Identify spell in their list.  Is that so in-game?

In Solasta, can the Spellblades or Sorcerers with the Academic background learn the Identify spell from scrolls/books found or bought?  

I presume the answer is no to both learning it and having it, as per D&D rules.

I know we can have things identified by vendors: not interested, not the question. 

Not having Identify is an issue I find.  And I presume we cannot even use scrolls of Identify.

nb : if folks here confirm, I will probably conclude that instead of making a spellblade or sorcerer, I will make a Wizard who focuses on being a warrior (high Dex for example, maybe Greenmage). :P

If you played the Solasta campaign (or part of) without Identify, how was it? How did you manage?  Did you carry items around for weeks before knowing what they were?


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Steve
Level 8
3 months ago

There is the insight cleric that gets Identify as a domain spell.

Baraz
Level 14
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3 months ago

There is the insight cleric that gets Identify as a domain spell.

Hmm, interesting. Will consider that alternative. 


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Baraz
Level 14
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3 months ago (edited)

So how bad or annoying is it if I do not have the spell in my party? 

Can a sorcerer or spellblade read an Arcane scroll of Identify (if such things are even sold in town) without knowing the spell as such?

It makes me feel like a Wizard is a must in a party or a Cleric with the Insight domain.


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IXI
Level 14
3 months ago

i did 95% of the game without identify and i did not finish it because i wanted to redo it with the sorcerer.  but not having identify is a deal breaker for my using the sorcerer.  it was a pain not to have the identify, i had a couple dozen unidentified potions in my stash and it was not worth identify things just for selling because sometimes it was a net loss after paying for the identification.


i just restarted again [hopefully to finish it this time] and i went back to having a wizard in the party for identification 


yellow flower of courage

TomReneth
Level 14
3 months ago

Sorcerers get a modified Wozard spellist, which includes pretty few useful Divination spells. Spellblades don't get Divination at all, so no Identify.

Wizards, Shadowcaster Rogues and Insight Clerics get access to Identify though. I usually find I can identify everything I need to in time with my Shadowcaster doing it; often times they don't use their spellslots at all because the occasional Shield, Protection from Evil and Good or Blur aren't too taxing on their resources. 


Typos happen. More so on the phone.

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
3 months ago

Sorcerers get a modified Wozard spellist, which includes pretty few useful Divination spells. Spellblades don't get Divination at all, so no Identify.

Wizards, Shadowcaster Rogues and Insight Clerics get access to Identify though. I usually find I can identify everything I need to in time with my Shadowcaster doing it; often times they don't use their spellslots at all because the occasional Shield, Protection from Evil and Good or Blur aren't too taxing on their resources. 

Hmm, Shadowcaster Rogue might be an option... Will add it to my list of possibilities.


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Saltykrug
Level 5
3 months ago

Not having Identify is just a No No for me.  I wish that the rules on this were not using a scroll or spell but like older versions of D&D where you did an INT check or another check that identified items.  I never played 2E, that's right about the time I moved and never played till 5e at 50 yrs old.  Back in the old, I mean really old days, it wasn't even a thing.  I'm talking pre red box.  I don't know when that level of realism was added but RPTT allows the DM to change that rule.  Maybe we could "DM" allow not needing that spell.  Potions, Armor, special abilities of weapons and a few other things will not function w/o Identifying them.  The only thing I've noticed is the base hit/dam increase works.  I hope we see an expanded list of magic items soon.  I know 5E is supposed to not focus on that as much but that's the fun for me is seeing how players use them.  

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
3 months ago

Not having Identify is just a No No for me.  I wish that the rules on this were not using a scroll or spell but like older versions of D&D where you did an INT check or another check that identified items.  I never played 2E, that's right about the time I moved and never played till 5e at 50 yrs old.  Back in the old, I mean really old days, it wasn't even a thing.  I'm talking pre red box.  I don't know when that level of realism was added but RPTT allows the DM to change that rule.  Maybe we could "DM" allow not needing that spell.  Potions, Armor, special abilities of weapons and a few other things will not function w/o Identifying them.  The only thing I've noticed is the base hit/dam increase works.  I hope we see an expanded list of magic items soon.  I know 5E is supposed to not focus on that as much but that's the fun for me is seeing how players use them.  

I did notice, in the settings, an option to make scrolls universal.  I presume any character can then read scrolls.


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TomReneth
Level 14
3 months ago

Sorcerers get a modified Wozard spellist, which includes pretty few useful Divination spells. Spellblades don't get Divination at all, so no Identify.

Wizards, Shadowcaster Rogues and Insight Clerics get access to Identify though. I usually find I can identify everything I need to in time with my Shadowcaster doing it; often times they don't use their spellslots at all because the occasional Shield, Protection from Evil and Good or Blur aren't too taxing on their resources. 

Hmm, Shadowcaster Rogue might be an option... Will add it to my list of possibilities.

I can highly recommend Shadowcasters. Rogues are not only a solid class, but access to Abjuration spells fixes their largest obstacle: Survivability. With the Academic background and Expertise, they can also be the best crafters in the game.


Typos happen. More so on the phone.

Baraz
Level 14
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3 months ago (edited)

(...)

I can highly recommend Shadowcasters. Rogues are not only a solid class, but access to Abjuration spells fixes their largest obstacle: Survivability. With the Academic background and Expertise, they can also be the best crafters in the game.

I tried various builds (in menu mode) : Spellblade, Shadowcaster, Greenmage, the sorcerers...

The Shadowcaster had crazy skills (! including social ones), Thieves Tools, Enchanting (can add Expertise as you suggest), etc.

Shadowcaster compared to Spellblade

  • Defense wise, as I am going for a High Dex character, I do not need the Spellblades heavier armors.
  • Offensive wise, the Sneak Attack compensates for one attack/round compared to the Spellblade Fighter's two attacks.
  • The Spellblade has much more offensive spells, but the Shadowblade's defensive spells, and Identify spell (ritual), can be considered to make up for less offensive spells.
  • I think both need the Academic background to have access to Enchanting crafting.

Shadowcaster compared to Greenmage

  • They are somewhat too different to compare : I mean a full arsenal Wizard with buffed Archery (extra +2 to hit with Hunter's Mark).  
  • In short, the rogues are skill beasts in comparison to other classes.
  • Greenmage does not need the Academic background, so can take a different background, like Lawmaker (access to all weapons). [I find the backgrounds too rigid to be honest.]

So I hesitate now between Shadowcaster or Greenmage.
Both can do Identify (ritual at will) and look rather fun and viable.


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TomReneth
Level 14
3 months ago

(...)

I can highly recommend Shadowcasters. Rogues are not only a solid class, but access to Abjuration spells fixes their largest obstacle: Survivability. With the Academic background and Expertise, they can also be the best crafters in the game.

I tried various builds (in menu mode) : Spellblade, Shadowcaster, Greenmage, the sorcerers...

The Shadowcaster had crazy skills (! including social ones), Thieves Tools, Enchanting (can add Expertise as you suggest), etc.

Shadowcaster compared to Spellblade

  • Defense wise, as I am going for a High Dex character, I do not need the Spellblades heavier armors.
  • Offensive wise, the Sneak Attack compensates for one attack/round compared to the Spellblade Fighter's two attacks.
  • The Spellblade has much more offensive spells, but the Shadowblade's defensive spells, and Identify spell (ritual), can be considered to make up for less offensive spells.
  • I think both need the Academic background to have access to Enchanting crafting.

Shadowcaster compared to Greenmage

  • They are somewhat too different to compare : I mean a full arsenal Wizard with buffed Archery (extra +2 to hit with Hunter's Mark).  
  • In short, the rogues are skill beasts in comparison to other classes.
  • Greenmage does not need the Academic background, so can take a different background, like Lawmaker (access to all weapons). [I find the backgrounds too rigid to be honest.]

So I hesitate now between Shadowcaster or Greenmage.
Both can do Identify (ritual at will) and look rather fun and viable.

I think the offensive spells for Spellblade can be largely ignored, because martial classes usually depend on their weapon damage more than spells, due to few spell slots and spells. Since Spellblades won't get 3rd lvl spells in Solasta, they don't get important damage spells like Fireball. For 3rd casters, defensive spells are much more valuable, which is why Spellblades are considered so much worse than Eldritch Knights.

Keep in mind that Shadowcasters can't cast Identify as a Ritual, but have to use it with spellslots. But they usually have a few spare spell slots between rests, since they rely more on their non-magical abilities since they're Rogues. 


Typos happen. More so on the phone.

IXI
Level 14
3 months ago

i've never been a big fan a rogues and that carried over a bit to SOLASTA so my option is obviously bias, even still, a wizard is much more useful than a rogue.  sure if you wanted more skills a rogue is nice, but you are forced to have 4 people so diversify.  plus anyone with lowlife can be a rouge in pinch especially since traps are mostly meaningless and a wizard can use knock.  a insight cleric is better than a rogue in various ways plus the guidance cantrip almost replaces expertise.  if you wanted more skills play a half-elf.  personally i don't need that many skills since i have an all low CHR party.  i don't like lying, bluffing, charming, intimidating my way through life.  i figure if encounter anything that does not value honesty and good intentions then they deserve to die.  


if traps where a real threat and you could play solo [not a party of 4] then the shadowcaster would be a great pick, however, currently i don't see the use of it.


yellow flower of courage

IXI
Level 14
3 months ago

on a side note you don't need to id magic arrows for them to be effective 


yellow flower of courage

belgarath197
Level 1
3 months ago

I was also a bit sad to find out the Sorcerer cannot cast Identify.

I got around it by giving my Sorcerer the Master Alchemist Feat, so he can auto identify Potions and checking the setting where you can attune to unidentified magic items in the menu (doing so identifies them in the process).

That way the only stuff you have to pay to identify are the +1 weapons and armor the first time you find one of each type, which is not so bad...

Baraz
Level 14
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3 months ago (edited)

(...)

Keep in mind that Shadowcasters can't cast Identify as a Ritual, but have to use it with spellslots. But they usually have a few spare spell slots between rests, since they rely more on their non-magical abilities since they're Rogues. 

Well that is surprising.  I falsely believed that, in D&D, all casters could cast as a Ritual their spells that have the Ritual tag.  Turns out your class has to have the Ritual Casting feature (Bard, Cleric, Wizard, some exceptions for specific Warlocks, a few spells if you take the Feat Ritual Caster). [As a DM, I think I would ignore those restrictions.]

I really like the concept of Rituals and I find it disappointing that it is limited that way for many casting subclasses and sorcerers.  In Solasta, it makes Identify even tougher to do inside dungeons (though you can cast it a few times before starting to travel for example).

@Belgarath197 : interesting to know there is an option to attune freely...


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