prerequisites: trained in Arcana, Nature, Occultism or Religion
type: ability

Found 2 matches

Quick Identification
Level 1 General Skill

Prerequisites: trained in Arcana, Nature, Occultism or Religion

You can Identify Magic swiftly. You take only 1 minute when using
Identify Magic to determine the properties of an item, ongoing
effect, or location, rather than 10 minutes. If you’re a master, it
takes a 3-action activity, and if you’re legendary, it takes 1 action.

Trick Magic Item
Level 1 Manipulate General Skill

Prerequisites: trained in Arcana, Nature, Occultism or Religion

You examine a magic item you normally couldn’t use in an effort
to fool it and activate it temporarily. For example, this might allow
a fighter to cast a spell from a wand or allow a wizard to cast a
spell that’s not on the arcane list using a scroll. You must know
what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic
tradition, or matching a tradition that has the spell on its list,
if you’re trying to cast a spell from the item. The relevant skills
are Arcana for arcane, Nature for primal, Occultism for occult,
Religion for divine, or any of the four for an item that has the
magical trait and not a tradition trait. The GM determines the
DC based on the item’s level (possibly adjusted depending on
the item or situation).

If you activate a magic item that requires a spell attack roll
or spell DC and you don’t have the ability to cast spells of the
relevant tradition, use your level as your proficiency bonus and
the highest of your Intelligence, Wisdom, or Charisma modifiers.
If you’re a master in the appropriate skill for the item’s tradition,
you instead use the trained proficiency bonus, and if you’re
legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions
to activate the item as if you could normally use it.

Failure You can’t use the item or try to trick it again this turn,
but you can try again on subsequent turns.

Critical Failure You can’t use the item, and you can’t try to
trick it again until your next daily preparations.