Level 1 •
Casting Time: 1 minute
Components: V, S, M
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
a pearl worth at least 100gp and an owl feather
Verbal Component (Alternative):
Magic come forth, infuse and declassify, thy secrets within, now identify. Classes:
Bard, Wizard, Rogue, ArtificerDomain:
DetectionSource: Player's Handbook [5th Edition] (page 252)
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Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
Can identify spot curses?
No. The DMG (p. 139) says about cursed items:
Most methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item's user when the curse's effects are revealed.
Since resting identifies magic items, and the identify spell doesn't spot curses, what is the role of the identify spell?
The most important factors are time and convenience. During a short rest, which takes at least 1 hour, a character who meets the qualifications can determine the properties of one magic item (see “Identifying a Magic Item” in the DMG). In contrast, casting the identify spell takes only 1 minute (or 11 minutes if it is cast as a ritual) and can be done when a quick determination is needed.
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).