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<blockquote data-quote="Sir Brennen" data-source="post: 2188984" data-attributes="member: 553"><p>Thanks Stormborn. This is exactly the sort of feedback I was looking for.</p><p></p><p> Spellbooks - yes, I envision spellbooks existing. Now a big part of what the written spell would contain would be instruction on how to draw the tattoo. The tattoos vanish when cast, so the wizard isn't a walking spellbook, tattooed with every spell he's ever come across.</p><p></p><p>Material Components - could be kept as is, though mixing them in the initial ink or as special inks sounds logical too. (Bat guano tattoos, ugh!) The spell component variant for Uneathed Arcana (allowing metamagic without the feats) could be used as is, the component "focusing" the spell energy when it's released from the tattoo. Rare inks made from such components would be a workable option, too. Again, the change is more flavorful than mechanical - the cost and rarity of normal and variant components would stay the same.</p><p></p><p> Spell Spaces - rather than higher level spells taking up more space, they could just be a more complex tattoo. However, the <em>instructions</em> to create these more complex designs take up more space in a spellbook, so that would remain unchanged. </p><p></p><p>As for gaining info about a wizard by "reading" his tats, I would allow a DC 20 SpellCraft Check to figure out the highest level spell tattoo, applying all the mods for Spot as well (distance, distraction). If you already know the approximate level of a wizard, another check could give you a rough percent of how many spells he has left (by quarters, maybe.) Might be a reason wizards wear cowls and long-sleeved robes (that can be pushed out of the way to cast.) </p><p></p><p>To really figure out exactly what the specific tattoos are, use the rules for deciphering arcane writings in the PHB, but this would require the same level of close-up contact as trying to read an entire newspaper article printed in small type in circles around someone's arm.</p><p></p><p>Intimidate, Diplomacy, etc.- I would say this would be entirely up to the DM, based on general attitude towards wizards in the campaign. Even under the current rules, there's no mechanic to alter a wiz's Intimidate check even if people know he can cast Maximized Fireball.</p><p></p><p>Also, all good thoughts on armor and somatic components.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 2188984, member: 553"] Thanks Stormborn. This is exactly the sort of feedback I was looking for. Spellbooks - yes, I envision spellbooks existing. Now a big part of what the written spell would contain would be instruction on how to draw the tattoo. The tattoos vanish when cast, so the wizard isn't a walking spellbook, tattooed with every spell he's ever come across. Material Components - could be kept as is, though mixing them in the initial ink or as special inks sounds logical too. (Bat guano tattoos, ugh!) The spell component variant for Uneathed Arcana (allowing metamagic without the feats) could be used as is, the component "focusing" the spell energy when it's released from the tattoo. Rare inks made from such components would be a workable option, too. Again, the change is more flavorful than mechanical - the cost and rarity of normal and variant components would stay the same. Spell Spaces - rather than higher level spells taking up more space, they could just be a more complex tattoo. However, the [i]instructions[/i] to create these more complex designs take up more space in a spellbook, so that would remain unchanged. As for gaining info about a wizard by "reading" his tats, I would allow a DC 20 SpellCraft Check to figure out the highest level spell tattoo, applying all the mods for Spot as well (distance, distraction). If you already know the approximate level of a wizard, another check could give you a rough percent of how many spells he has left (by quarters, maybe.) Might be a reason wizards wear cowls and long-sleeved robes (that can be pushed out of the way to cast.) To really figure out exactly what the specific tattoos are, use the rules for deciphering arcane writings in the PHB, but this would require the same level of close-up contact as trying to read an entire newspaper article printed in small type in circles around someone's arm. Intimidate, Diplomacy, etc.- I would say this would be entirely up to the DM, based on general attitude towards wizards in the campaign. Even under the current rules, there's no mechanic to alter a wiz's Intimidate check even if people know he can cast Maximized Fireball. Also, all good thoughts on armor and somatic components. [/QUOTE]
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