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Pathfinder 2 Detect Magic & Item ID ?
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<blockquote data-quote="Philip Benz" data-source="post: 7930954" data-attributes="member: 6975782"><p>Yow! Thread necromancy is a forbidden art!</p><p></p><p>This said, I don't find the current PF2 detect and identify magic paradigm to be entirely untenable, as long as the DM bends the rules ever so slightly.</p><p></p><p>The Detect magic cantrip, at low levels, only says "yes, within 30' there is magic" or "no", allowing you to ignore known magic on you and your party.</p><p></p><p>The Read aura cantrip requires you to focus on an object within 30' to know "yes/no, is it magical?" and what school.</p><p></p><p>The Identify magic skill action requires that you've already determined an object or location is magical, and take 10 minutes and succeed your skill check, in order to identify an item and know how to use it.</p><p></p><p>So it's a lot harder than in PF1. A lot. But the PF1 detect magic cantrip was far too powerful and easily exploitable, so this is a good thing.</p><p></p><p>The PF2 detect magic paradigm requires you to guess an object is magical based on visual cues or prior information, then test if it's magical or not, then take the time to understand how this thing works. It also requires the spellcaster to carry around two magic detection cantrips instead of one.</p><p></p><p>The DM can finesse this in several ways without breaking it.</p><p>1) The DM can have some items (particularly plot macguffins) telepathically communicate its use and function to a person holding it.</p><p>2) Some items' functions become obvious when worn - slip on that ring of invisibility, and you become invisible.</p><p>3) Some items can be used effectively without knowing the full extent and nature of their powers, like a magic sword. But that puts an extra book-keeping burden on the DM, until such time as enough time has passed to reveal the exact numerical values of said powers.</p></blockquote><p></p>
[QUOTE="Philip Benz, post: 7930954, member: 6975782"] Yow! Thread necromancy is a forbidden art! This said, I don't find the current PF2 detect and identify magic paradigm to be entirely untenable, as long as the DM bends the rules ever so slightly. The Detect magic cantrip, at low levels, only says "yes, within 30' there is magic" or "no", allowing you to ignore known magic on you and your party. The Read aura cantrip requires you to focus on an object within 30' to know "yes/no, is it magical?" and what school. The Identify magic skill action requires that you've already determined an object or location is magical, and take 10 minutes and succeed your skill check, in order to identify an item and know how to use it. So it's a lot harder than in PF1. A lot. But the PF1 detect magic cantrip was far too powerful and easily exploitable, so this is a good thing. The PF2 detect magic paradigm requires you to guess an object is magical based on visual cues or prior information, then test if it's magical or not, then take the time to understand how this thing works. It also requires the spellcaster to carry around two magic detection cantrips instead of one. The DM can finesse this in several ways without breaking it. 1) The DM can have some items (particularly plot macguffins) telepathically communicate its use and function to a person holding it. 2) Some items' functions become obvious when worn - slip on that ring of invisibility, and you become invisible. 3) Some items can be used effectively without knowing the full extent and nature of their powers, like a magic sword. But that puts an extra book-keeping burden on the DM, until such time as enough time has passed to reveal the exact numerical values of said powers. [/QUOTE]
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