Legolath's Potency Discerner
(Divination, Wild Magic)

Range:  0
Components:  V, M
Duration:  Instantaneous
Casting Time:  1 hour
Area of Effect:  Item touched
Saving Throw:  Special

This spell determines the magical bonus of weapons and armours (if any) or the category of objects (such as a girdle of giant strength) that have different levels of power, as well as the approximate number of charges left in an item.
During the casting, the caster spends time alone with the object, communing with the fabric of the magic, trying to attune himself with the magics in the object. If he fails an Intelligence check at the end of the hour the spell fails and nothing is discerned, although the materials are still used up. If he succeeds, roll on Table 1 of the Tome of Magic using this number as the level: 14 - the caster's true level. Thus, an 8th-level wild mage would roll on the level-6 line. This result is how much the wizard is off on his guess. Let's say our wild mage is examining a sword +2, successfully casts this spell and rolls a 4. He will think it is only a sword +1. If he rolled an 11, he would be right on. If he rolled a 20 he would think it to be a very powerful sword +5. Note that it is possible for him to think it is a weapon with a minus, also (he might throw away a sword +3 thinking it a sword -1, if he rolled very badly). Note: the DM should do this rolling and tell the wild mage. The accuracy of his guesses gets better with higher levels. Also, if the number rolled is boldfaced (as for a wild surge) he knows one further thing about it (subject to interpretation by the DM). If it is a sword +1, +4 versus undead, the wild mage could be told it has a secondary bonus versus a specific creature that is 3 greater, that it is a good sword against undead (with no hint as to the bonuses), or something else the DM feels like giving away, like maybe something of its history or previous owners (like a bard knows). If the item has no additional bonuses, the DM may elect to roll the variation again and give the wild mage the benefit. A wizard of thirteenth level or higher using this spell always uses the level-1 line.
If cast to determine charges, roll twice on the Tome of Magic, Table 1. Multiply the first roll by 5. Treat negative final results as positive (you can't have a rod with -12 charges). Note that this spell may only be cast once per day.
The material component is a die worth at least 200 electrum for a weapon, 200 gold for armour, or 200 platinum or a different type of item (note that special protective items are not armour).

