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3.5:
Cast detect magic
Cast identify
Learn about the new sword, etc.

now?
cast detect magic
cast identify to add to spellcraft vs. item's DC.
Success = know everything about that item? or separate rolls vs. each attribute? (+3, flaming, icy burst, dancing longsword)
Failure = you know "it is magic."
??
cursed items?? (loadstones, etc.)

Cheliax (Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber)

Airhead wrote:

3.5:

Cast detect magic
Cast identify
Learn about the new sword, etc.

now?
cast detect magic
cast identify to add to spellcraft vs. item's DC.
Success = know everything about that item? or separate rolls vs. each attribute? (+3, flaming, icy burst, dancing longsword)
Failure = you know "it is magic."
??
cursed items?? (loadstones, etc.)

Here is the REAL way to execute an Identify:

None of it required Forums, because it's all given (although you have to do some page digging).

How to Identify an Item:
1. Identify it is Magical.
- DC (25) Appraise Check (1 Round)
- If this method is used, no retry is allowed by the same person.
- Only way to determine if the item is just Masterwork.
- Cast Detect Magic (3 Rounds)
- This method will not determine if an item is just Masterwork.

2. Identify the Properties.
- Maximum attempts: Once per 24 Hours per Item.
- Requires Identify or Detect Magic Cast.
- DC (15 + Caster Level) Spellcraft (3 Rounds per item)
- Must be able to thoroughly examine the object.

Spellcraft DCs for Magical/Enhanced Items:
- DC is the Highest of all of the enhancement/magical bonuses.

Weapons/Armor:
MINIMUM Caster Level is 3*Enhancement Bonus
- +1 = CL3 (DC18)
- +2 = CL6 (DC21)
- +3 = CL9 (DC24)
- +4 = CL12 (DC27)
- +5 = CL15 (DC30)

All other items are Spell based. Note that Magical Properties (such as Brilliant Energy) are Spell based. (Brilliant Energy requires gaseous form, continual flame and is A CL16 (DC31).)

For example, a +4 (DC27) Brilliant Energy (DC31) Armor would require a DC31 Spellcraft Check in order to identify that it is a +4 Brilliant Energy Armor. Otherwise, you just know it's magical.

Properties Locations:
- Magical Weapons, PRGCR 470
- Magical Armors, PRGCR 464

Osirion (Pathfinder Adventure Path, Tales Subscriber)

Imper1um wrote:
Airhead wrote:

3.5:

Cast detect magic
Cast identify
Learn about the new sword, etc.

now?
cast detect magic
cast identify to add to spellcraft vs. item's DC.
Success = know everything about that item? or separate rolls vs. each attribute? (+3, flaming, icy burst, dancing longsword)
Failure = you know "it is magic."
??
cursed items?? (loadstones, etc.)

Here is the REAL way to execute an Identify:

None of it required Forums, because it's all given (although you have to do some page digging).

How to Identify an Item:
1. Identify it is Magical.
- DC (25) Appraise Check (1 Round)
- If this method is used, no retry is allowed by the same person.
- Only way to determine if the item is just Masterwork.
- Cast Detect Magic (3 Rounds)
- This method will not determine if an item is just Masterwork.

2. Identify the Properties.
- Maximum attempts: Once per 24 Hours per Item.
- Requires Identify or Detect Magic Cast.
- DC (15 + Caster Level) Spellcraft (3 Rounds per item)
- Must be able to thoroughly examine the object.

Spellcraft DCs for Magical/Enhanced Items:
- DC is the Highest of all of the enhancement/magical bonuses.

Weapons/Armor:
MINIMUM Caster Level is 3*Enhancement Bonus
- +1 = CL3 (DC18)
- +2 = CL6 (DC21)
- +3 = CL9 (DC24)
- +4 = CL12 (DC27)
- +5 = CL15 (DC30)

All other items are Spell based. Note that Magical Properties (such as Brilliant Energy) are Spell based. (Brilliant Energy requires gaseous form, continual flame and is A CL16 (DC31).)

For example, a +4 (DC27) Brilliant Energy (DC31) Armor would require a DC31 Spellcraft Check in order to identify that it is a +4 Brilliant Energy Armor. Otherwise, you just know it's magical.

Properties Locations:
- Magical Weapons, PRGCR 470
- Magical Armors, PRGCR 464

What about the # of charges on a wand or the command word for it?


Imper1um wrote:

None of it required Forums, because it's all given (although you have to do some page digging).

Properties Locations:
- Magical Weapons, PRGCR 470
- Magical Armors, PRGCR 464

Other pages to dig into as citations for Imperium's post:

90 - Appraise skill
106 - Spellcraft feat
240 - Analyze Dweomer spell
268 - Detect Magic spell
299 - Identify spell
458 - Magic Items and Detect Magic (especially the last sentence under Command Word)
536 - Identifying Cursed Items

The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.

Only the Analyze Dweomer spell mentions revealing the number of charges, so I would suppose that Detect Magic and Identify, as much less powerful spells, don't give you that information.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Damon Griffin wrote:


Only the Analyze Dweomer spell mentions revealing the number of charges, so I would suppose that Detect Magic and Identify, as much less powerful spells, don't give you that information.

Note that Analyze Dweomer is the only guaranteed method of identifying a curse on an item. Any other attempt requires beating the highest DC power of the object by 10.


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