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[Kulan] Crisis in Bluffside PBP Campaign Guide
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<blockquote data-quote="Knightfall" data-source="post: 7801547" data-attributes="member: 2012"><p>This is the alternative to Dragonmarks for Bluffside and the lands around it. This is why Bluffsiders won't trust those that are dragonmarked because they feel those people are cheating what it cost Bluffsiders to pay to have magical marks. Note that most spellmarks are creates using painting or calligraphy.</p><p></p><p>[Spoiler="Spellmarking"]</p><p><strong>Spellmarking [Item Creation]</strong> (Bluffside Sourcebook, p. 172)</p><p>You can inscribe spells on a person’s body that are stored until activated. Spell Marks may be inscribed over several days as the energy required is drawn from the recipient instead of from the crafter.</p><p><strong>Prerequisites:</strong> Craft (Tattoo, Painting or Calligraphy) 8 Ranks, Spellcaster level 5th+.</p><p><strong>Benefit:</strong> You can inscribe a magical mark on a willing host of any spell of 3rd level or lower that you know, that can be activated by touch by the person who received the mark (a move-equivalent action; need only touch the region of the body bearing the mark). Spellmarking takes 4 hours per level of spell to be inscribed and may be spread out over several days, with at least 8 hours per day except the last. The base price of a spell mark is spell level x caster level x 50gp. The recipient of the spell mark must pay an experience cost of 1/25 of the base gp cost. You must use raw materials (inks, needles, etc.) equal to one-half the base price. The cost of material components needed to cast the spell, if any, must be added to the overall cost as well.</p><p>The recipient of the spell mark takes 1d6 points of temporary Constitution damage every 4 hours of the spell marking operation (Fort DC 10+ (2 x spell level) for half). This save is made once each day. The spell mark may not be activated until all Constitution damage has been recovered. If the process of inscribing the spell mark is interrupted (i.e., the caster does not spend at least 8 hours or complete the mark that day), all effort thus far is wasted and the mark is ruined.</p><p>When the spell mark is activated, it glows faintly for the duration of the spell. When the spell expires, the design remains, but depending on the nature of the mark it may be permanent or can be washed off. (Tattoos are permanent, Calligraphy Ink washes off over a week, paint can be washed off immediately or over a few days.)</p><p><strong>Special:</strong> A person may have up to their Constitution modifier +1 in Spell Marks on their body at a time.[/Spoiler]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 7801547, member: 2012"] This is the alternative to Dragonmarks for Bluffside and the lands around it. This is why Bluffsiders won't trust those that are dragonmarked because they feel those people are cheating what it cost Bluffsiders to pay to have magical marks. Note that most spellmarks are creates using painting or calligraphy. [Spoiler="Spellmarking"] [B]Spellmarking [Item Creation][/B] (Bluffside Sourcebook, p. 172) You can inscribe spells on a person’s body that are stored until activated. Spell Marks may be inscribed over several days as the energy required is drawn from the recipient instead of from the crafter. [B]Prerequisites:[/B] Craft (Tattoo, Painting or Calligraphy) 8 Ranks, Spellcaster level 5th+. [B]Benefit:[/B] You can inscribe a magical mark on a willing host of any spell of 3rd level or lower that you know, that can be activated by touch by the person who received the mark (a move-equivalent action; need only touch the region of the body bearing the mark). Spellmarking takes 4 hours per level of spell to be inscribed and may be spread out over several days, with at least 8 hours per day except the last. The base price of a spell mark is spell level x caster level x 50gp. The recipient of the spell mark must pay an experience cost of 1/25 of the base gp cost. You must use raw materials (inks, needles, etc.) equal to one-half the base price. The cost of material components needed to cast the spell, if any, must be added to the overall cost as well. The recipient of the spell mark takes 1d6 points of temporary Constitution damage every 4 hours of the spell marking operation (Fort DC 10+ (2 x spell level) for half). This save is made once each day. The spell mark may not be activated until all Constitution damage has been recovered. If the process of inscribing the spell mark is interrupted (i.e., the caster does not spend at least 8 hours or complete the mark that day), all effort thus far is wasted and the mark is ruined. When the spell mark is activated, it glows faintly for the duration of the spell. When the spell expires, the design remains, but depending on the nature of the mark it may be permanent or can be washed off. (Tattoos are permanent, Calligraphy Ink washes off over a week, paint can be washed off immediately or over a few days.) [B]Special:[/B] A person may have up to their Constitution modifier +1 in Spell Marks on their body at a time.[/Spoiler] [/QUOTE]
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