When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.
The chance of learning a piece of information about an item is higher for a more powerful caster, although there is always a chance that nothing might be revealed, or a false reading is performed. Only one function of a multifunction item is discovered per handling. If any attempt at reading fails, the caster cannot learn any more about that item until he gains magical energy. Note that some items, such as special magical tomes, cannot be identified with this spell.
The item never reveals its exact strength, although the fact that it has few or many abilities can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or fewer). The faint result takes precedence.
After casting the spell and determining what can be learned from it, the wizard must rest for eight hours to recover his full strength.
Note: This version of identify originally appeared in the 2nd Edition Player's Handbook for Advanced Dungeons & Dragons from TSR. Its use here is for the purposes of providing context for the campaign only.