Identification of magical items work differently in this game then standard 3.5.
Unidentified items provide no benefit to the players who wield them.
Unidentified Potions only grant 1/2 their beneficial bonuses
Players can us Skill Checks with Appraise and Spell Craft to identify magical items.
|Item Type||Base DC||Modifier|
|Scrolls||20||2 x Spell level|
|Potions||25||2 x Spell level|
|Wands||30||2 x spell Level|
|Weapons||30||5 x Enhancement Bonus|
|Armor||30||5 x Enhancement Bonus|
Players can also use spells and other skill checks to lower the Effective DC’s
|Detect Magic||All||-15 DC|
|Knowledge: Arcana||Arcane||-10 DC|
|Heal||Healing and Restoration||-10 DC|
|Craft Alchemy||Potions||-10 DC|
|Knowledge: History||Artifacts||-5 DC|
|Previously Sampled||Potions||-5 DC|
If you successfully lower the DC below 0 you automatically identify the item.
Jill the Wizard finds an Unidentified Magical Sword (+2 enhancement bonus) the starting DC for such an item is 40.
Jill has +10 to Spell Craft, so she casts Detect Magic and tries a Knowledge Arcana Check to reduce the DC by 25 (15 from Detect Magic and 10 from the Knowledge Check)
The item’s New DC is 15, With Jill’s Modifiers she needs to roll a 4 or higher to identify the weapon.
If the weapon was a +5 weapon Jill would be forced to cast identify to learn its magical properties.
Bob the Rogue finds a potion (Cure Light Wounds) The DC to identify the item is 27 (25+2).
Bob, has Appraise as a class skill with a modifier of 6(4+Int) uncertain of his skill he tries a few different skills to lower the DC.
Craft Alchemy, Knowledge Untrained, and Heal to potentially lower the DC by 30 (10 from each skill)
If Bob Passed all three checks he would automatically succeed in identifying the potion without rolling appraise.
Bob in fact fails his Untrained Knowledge check, but lowers the DC to 7 with his other two checks, Taking it safe he takes 10 to make sure he figures out the potion.
Players are able to take 20 on all checks in a safe room, or cleared floor, effectively identifying most magical items in their possession
Players can also take 10 on all checks in non-hostile conditions