Identify Magic


Skills, Feats, Equipment & Spells


From the rulebook p.145 :

Quote:


IDENTIFY MAGIC
Once you discover that an item, location, or
ongoing effect is magical, you can spend an hour
to attempt to identify the particulars of its magic. If your attempt
is interrupted, you must start over. The GM sets the DC for your
check (see Table 4–2 on page 146). Cursed or esoteric subjects
usually have higher DCs or might even be impossible to identify
using Arcana alone. Heightening a spell doesn’t increase the DC.
Success For an item or location, you get a sense of what it
does and learn any means of activating it. For an ongoing
effect, you learn the effect’s name and what it does. You
can’t try again in hopes of getting a critical success.
Critical Success You learn all the attributes of the magic,
including whether it is cursed.
Failure You fail to identify the magic and can’t try again for 1 day.
Critical Failure You misidentify the magic as something else of
the GM’s choice.

So, from what I understand, you now have to spend an hour to identify one item or magical effect ? It's cool that you don't need Detect Magic anymore to do so, but one hour per item seems a bit much to me.

If I'm in the middle of a dungeon, I can't spend one hour to identify a magic item.

If I looted multiple items, it will take me an enormous amount of time to identy them. Let's say I looted three weapons, an armor, four scrolls and six potions in the BBEG's lair. Bam, 13 items to identify. It will take me an entire day to identify them all (because I have to eat and maybe take a break or two, and I want my 8 hours of sleep)

Maybe there could be another way to identify items, allowing non-spellcasters to identify them by taking an hour and spellcasters to use Detect Magic to shorten this duration (in my head, casting Detect Magic allows you to "read" the spells put in an object, like if the magical aura changed into some kind of scripture or tapestry, being more or less complex depending on the number of spells and their level).

I am talking theoritically with PF1's amount of loot in mind. I'd like to have the opinion of players who did high level scenarios to know if you still loot a big amount of magic items or not

Also, I fill like the critical failure will bring up problems and be difficult to play out for GMs. They will have to remember which item was misidentified and manage the PCs' equipement in secret, and pulling a random effect from your hat can be tricky.


There's a skill feat to shorten this.


Xenocrat wrote:
There's a skill feat to shorten this.

Thanks for the info, I missed this feat @_@


Pathfinder Adventure Path Subscriber

Quick Identification skill feat. Takes it from one hour to 10 minutes if your trained in arcana, nature, occultism, or relgion skills. 5 minutes if you're an expert, 1 minute if you're a master, 3 rounds if you're legendary.


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Almarane wrote:
If I looted multiple items, it will take me an enormous amount of time to identy them. Let's say I looted three weapons, an armor, four scrolls and six potions in the BBEG's lair. Bam, 13 items to identify.

14 items. 4 scrolls + 6 potions is 10. 3 weapons + 1 armor is 4. ;)

RowynStarr wrote:
Quick Identification skill feat. Takes it from one hour to 10 minutes if your trained in arcana, nature, occultism, or relgion skills. 5 minutes if you're an expert, 1 minute if you're a master, 3 rounds if you're legendary.

10 minutes * 14 times is still 2 hours. No one has time for this. Even a little over an hour at Expert doesn't happen until around level 5 and still isn't something you can do in the middle of a dungeon, making loot found in the middle of an adventure worthless. No more 'find the McGuffin to beat the boss' style adventuring.


Given that you can identify a magic item without needing a spell and given that we've split PF1 Detect Magic into two spells (Read Aura and Detect Magic) my intuition is that Read Aura (which tells you about the magic of a thing) should provide some sort of bonus to identifying items. Given the limitations on spells and spell slots, having this spell reduce the time would give people a reason to take it in the first place over the arguably more useful detect magic.


Yeah, this is another example of PF2's anti-magic crusade. This feels like another feat tax for casters.

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