Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. Oddity Identification Feat 1. The GM sets the DC for your check. Site Owner: Rose Winds LLC (Blake Davis) Email Spam Checker: MX Guarddog Email Spam Checker: MX Guarddog Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. I think items should be easy to figure out unless there's a specific reason why it shouldn't. Duration 3 rounds/level (D). There's no service performed if they just cast it on themself and then sit there refusing to identify your stuff.) Identifying Cursed Items: Cursed items are identified like any other magic item, with one exception: unless the check made to identify the item exceeds the DC by 10 or more, the curse is not detected. Indian artifacts may be strewn where there was once a settlement. If your attempt is interrupted, you must start over. They are split into three categories - storied items, artifacts and items of antique value. Artifacts of Adventure MAJOR ARTIFACTS Name Page Related Source Apollyon Ring 10 Axe of the Dwarvish Lords 11 Blackaxe 12 Bloodstones of Arazni 13 Book of the Damned 14 Pathfinder Campaign Setting: Book of the Damned (every volume) Bottle of the Bound 16 Briar 17 Kingmaker Adventure Path (#36) Codex of the Infinite Planes 18 Dancing Hut of Baba Yaga 20 Reign of Winter Adventure Path … 1 Weapons 2 Armors 3 Shields 4 Accessories 4.1 Cloaks 4.2 Helmets 4.3 Belts 4.4 Necklaces 4.5 Boots 4.6 Bracers 4.7 Gloves 4.8 Rings 5 Usable Items 5.1 Metamagic Rods 5.2 Quivers 5.3 Oils 5.4 Other Items Identifying Indian tools made from rock is moderately easy if you know what you're looking for. All of them hit into the "Notable items" category. Pages in category "Major artifacts" The following 99 pages are in this category, out of 99 total. (The charge is for the service performed – obtaining the benefit of a spellcasting. 10g per item. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or Scrying traits. You have a sense for spells that twist minds or reveal secrets. It's a waste if you use it on a generic item, or one you can't use. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. 5 thoughts on “ Identifying Magic Items in Pathfinder ” AT says: October 25, 2012 at 12:09 pm I agree that rolling once per day to identify is rather silly, but you’ve essentially reduced identification to taking ten on spellcraft checks (or more like taking 7 since most identifiers will have spellcraft as a well invested class skill). Prerequisite(s) trained in Occultism. Range 60 ft.. Area cone-shaped emanation. Saving Throw: none; Spell Resistance: no. Identify costs a 1st level spell slot in Pathfinder. The GM sets the DC for your check. Components V, S, M (wine stirred with an owl's feather). Identify Magic Concentrate Exploration Secret. If your attempt is interrupted, you must start over. Relic fragments refer to items found throughout the game world that the Storyteller is interested in. You have to pay a permanent cost (even if it's a small one) just to use it. That was in 3.5E. If the check is not made by 10 or more, but still succeeds, … That's exactly how it works: you find and hire someone who can cast identify and they use their spellcraft skill to determine the properties of the item. School divination; Level bard 1, sorcerer/wizard 1. Identify. Identify is expensive. Casting Time 1 standard action. Storied items are collections of items that offer experience and gold on turn in, as well as an interactive story. Magic items are a special category of items, imbued with the arcane, the unknown, and most definitely the powerful. General Skill. 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