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*Pathfinder & Starfinder
Pre-Cast Rituals?
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<blockquote data-quote="Doc Eldritch" data-source="post: 4323520" data-attributes="member: 68817"><p>As promised, here is the spell tattoo feat idea we came up with, just finished hashing it out. Let me know what you think!</p><p></p><p></p><p><span style="font-size: 15px"><strong>Spell Tattoo</strong></span></p><p></p><p> <em>Prerequisite</em>: Level 11+, Int 16+, Dex 16+</p><p> <em>Benefit</em>: You have been taught the techniques of imbuing special tattoos with the power of a spell that will draw upon it's bearers life force to cast itself at a later date. Spell Tattoos are a method of storing Rituals to be instantly released instantly without having to go through the lengthy casting time. To create a spell tattoo takes twice the casting time of the ritual involved and costs the same component cost, plus an additional 50% for special inks and quills to make the tattoo. The recipient loses one of his Healing Surges so long as he bears a tattoo, but may instantly use the imbued Ritual at any time. Using it depletes the tattoo's magic and it slowly fades from the user's body over a period of a day. To trigger a tattoo requires that the user spend a number of Healing Surges based on the level of the stored ritual (One for levels 1-5, Two for 6-10, Three for 11-15, Four for 16-20, Five for 21-25, and Six for 26-30) to power the ritual. Also, the associated skill check must be made by the user, not the caster, at the instant the ritual is triggered. If the user does not have enough healing surges to trigger the tattoo, the tattoo triggers anyways, but deals him an amount of damage equal to the healing surges that would have been needed. Thus, these tattoos can kill their user if he is not careful. Certain rituals, such as Raise Dead, can not be stored in a tattoo.</p></blockquote><p></p>
[QUOTE="Doc Eldritch, post: 4323520, member: 68817"] As promised, here is the spell tattoo feat idea we came up with, just finished hashing it out. Let me know what you think! [SIZE=4][B]Spell Tattoo[/B][/SIZE] [I]Prerequisite[/I]: Level 11+, Int 16+, Dex 16+ [I]Benefit[/I]: You have been taught the techniques of imbuing special tattoos with the power of a spell that will draw upon it's bearers life force to cast itself at a later date. Spell Tattoos are a method of storing Rituals to be instantly released instantly without having to go through the lengthy casting time. To create a spell tattoo takes twice the casting time of the ritual involved and costs the same component cost, plus an additional 50% for special inks and quills to make the tattoo. The recipient loses one of his Healing Surges so long as he bears a tattoo, but may instantly use the imbued Ritual at any time. Using it depletes the tattoo's magic and it slowly fades from the user's body over a period of a day. To trigger a tattoo requires that the user spend a number of Healing Surges based on the level of the stored ritual (One for levels 1-5, Two for 6-10, Three for 11-15, Four for 16-20, Five for 21-25, and Six for 26-30) to power the ritual. Also, the associated skill check must be made by the user, not the caster, at the instant the ritual is triggered. If the user does not have enough healing surges to trigger the tattoo, the tattoo triggers anyways, but deals him an amount of damage equal to the healing surges that would have been needed. Thus, these tattoos can kill their user if he is not careful. Certain rituals, such as Raise Dead, can not be stored in a tattoo. [/QUOTE]
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