diff --git a/gm.tex b/gm.tex
index a4f5c4a2fb6d5e3af10f7daa0b231eebfb960f33..c712f2b8d7a96c0ec4de8d2b16e51a447ad1b12c 100644
--- a/gm.tex
+++ b/gm.tex
@@ -507,11 +507,11 @@ Cities are TN 6, Towns are 8, and villages are 12.
 \paragraph{Forgery} -- Dexterity + Academics, TN 8 for a signature (vs the interpreter's Wits + Academics).
 
 \label{magicidentification}
-\paragraph{Identifying Items} -- Intelligence + Academics, TN 14 (for Pocket Spells), 14 (for Talismans), or 16 (for Artefacts).
+\paragraph{Identifying Items} -- Intelligence + Academics, TN 10 (for Pocket Spells), 12 (for Talismans), or 14 (for Artefacts).
 Magical items which do not come with instructions often remain enigmas.
 
 A successful rolls allows someone to identify how to activate an item, but the roll requires a Margin of 2 to understand its effects.
-Therefore, rolling a 15 when trying to understand a talisman means one understands how to activate it, but not what the talisman will do.
+Therefore, rolling a 13 when trying to understand a talisman means one understands how to activate it, but not what the talisman will do.
 
 Specializations apply to this roll as usual, so someone without the Alchemy specialization will suffer a -1 penalty when trying to understand an alchemical item.