This spell reveals to the caster all spells, enchantments, dweomers, and
magical properties present in one creature or object. One property, spell, or power
is revealed each round in approximate order of when the spells were cast or the
properties were acquired. (If the DM doesn’t know which spells were placed on
the subject first, a random roll for order of discovery is fine.) The caster
has a base 50% chance to discern the existence and identity of a particular spell
or property, +2% per level to a maximum of 99%. The only enchantments that
remain inscrutable to analyze dweomer are those surrounding artifacts or relics.
A 16th-level wizard finds an unknown wand and decides to use analyze dweomer to study it. The DM knows that it’s a wand of fire, and he decides that the spells enchant an item, fireball, burning hands, and wall of fire were used to create the wand, in that order. In the first round, the wizard
has an 82% chance to identify enchant an item; in the following round, an 82% chance to discover fireball; in the next round, an 82% chance to perceive burning hands; and so on, for all remaining enchantments. Note that the DM could have
decided that any rare or unusual materials or processes used to create the wand
would also be revealed as if they were spells.
After the wizard analyzes one object or creature, the spell ends, even if its
duration has not expired yet. Casting this spell is physically taxing; the
wizard must pass a system shock check or be exhausted and unable to do anything but
rest for the next 1d8 hours. While this spell is most frequently used in the
comfort and safety of the wizard’s laboratory, a mage could also cast analyze dweomer to study the magical seals and barriers on a portal, to determine just how a
companion has been cursed, or to examine a potential opponent for defensive
spells.
The material component for this spell is a tiny lens of ruby or sapphire set
in a small golden loop. The gemstone must be worth at least 1,000 gp.
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