← All spells
WizardLv. 3

Identify Species

By using this spell, the caster can determine the race and species of a creature. One creature can be examined per round while the spell remains in effect. A saving throw vs. spell is allowed only for creatures that realize a spell is being cast at them and actively resist. For the spell to be effective, the subject creature's location must be known to the caster. If the spell works, the name of the creature's species immediately comes to the caster's mind.

This spell is useful when dealing with creatures in disguise, beings deformed by the effects of the red curse of cinnabryl, or unidentified monsters. The spell sees through magical or normal disguises and deformations, including such spells as polymorph other.

There is one exception. Since the aranea spiderfolk created this spell, it detects the true race of aranea only when they are in giant spider form. If used upon an aranea in another form (such as one affected by polymorph self or shape change, or otherwise altered in form), the aranea is detected as a creature of the apparent species. Nobody else knows enough about the aranea to create a version of the spell that can successfully identify aranea in another form.

The spell's material component is two strands of animal hair twisted tightly together. The hairs are pulled apart during casting, and are consumed when completely separated.

Notes: Common for aranea spider-folk or wizards from the Red Steel setting; otherwise virtually unknown.

Sources: Wizard's Spell Compendium

Open on AD&D 2e wiki →