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Tattoo Magic
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<blockquote data-quote="Sir Brennen" data-source="post: 2532726" data-attributes="member: 553"><p>Wow. I had almost forgotten about this thread. Thanks to all the posters showing renewed interest.</p><p></p><p>It would probably be a bit more involved than that. Notes and explainations of the ink preparation, arcane metaphysics behind the tats, minor rituals to bind spell energy to them, etc. State of mind and visualization techniques while applying the tattoos are probably important too. </p><p></p><p>Basically, what it boils down to is that an Expert with ranks Profession (Artist) isn't going to be able to have access to a spell just by copying a picture of the corresponding tattoo from a spell book. In fact, there may not even be a picture of the final tattoo in the spell book... just a text description of various arcane symbols and how to draw them in relation to each other.</p><p></p><p>I see what you're saying, but I wouldn't want to add a skill check that would potentially impact something as important as how many spells a wizard could cast per day. I'm thinking the Scribe Scroll feat would provide the neccessary skill to handle self-tattooing. Alternately, once the wizard has mentally prepared, preformed the rituals and created the ink, merely drawing a line of ink over the area to be tattooed is all that's needed, and the symbols will magically take shape themselves. Or, perhaps assisting in drawing tattoos is another function of a familiar.</p><p></p><p>Perhaps. But I'd think it'd be much easier for a wizard to spot a fake spell tattoo than anyone else. Probably a DC 10 Spellcraft Check, or an opposed check of Profession (Artist) vs. Spellcraft, with the Spellcraft getting a +10 bonus. (Again, distance modifiers would apply the same as a Spot check.)</p><p></p><p>Yep. As you and Philthulu mention, having tats as magic items is the next logical step for this concept. I've even used the concept in a 2E game I've run before. I don't see any reason you couldn't do this using the Wonderous Item Creation feat, using the rules for creating new items from the DMG (though I would probably add the price increase for a slotless item.) I thought there was a feat somewhere in a Forgotten Realms supplement somewhere that let a spellcaster place a single use tat on another character, but couldn't find it. The rules for Psionic Tattoos (XPH) might be adaptable for regular spellcasters, as well.</p><p></p><p>Yes; per my earlier posts, this is the approach I would be taking.</p><p></p><p>Not sure what you mean by this. What would the intended purpose of this be, other than a cool, creepy visual <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Well, as I mentioned, I thought there was a FR feat that let one scribe tattoos as one-shot effects, but can't find it. Probably in another book somewhere. But other sources include Monte Cook's <strong>Book of Eldritch Might</strong> (with the <em>Item Image</em> feat, that lets you carry a magic item <em>in</em> a tattoo, as well as the Graven One PrC). There's Psionic Tattoos (XPH) - but since the wearer of the tattoo must supply the power points, it might be difficult to translate to arcane magic. Perhaps the tattoo wearer would have to expend a spell slot to activate it. Green Ronin's <strong>Shaman's Handbook</strong> also has some tattoos as items rules. AEG's <strong>Mercenaries</strong> has a Tattoo Mage base class, which is more of a warrior than mage. There's probably more; I need to create a master index for all my stuff one of these days. </p><p></p><p>Also, a quick Google for tattoo magic or feats will turn up a huge number of house rules, but mostly targeted around tattoos as items. Make sure you add "d20" or something similar to the search, or you'll get alot of strange real world links <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p></p><p>As far as applying to other classes, I'm not using any other prepared-spell arcane casters in my campaign, but I see no reason why other classes couldn't be changed in a similar manner. It is mostly fluff, after all. Even spontaneous casters could be adapted, having spells known as permanent tattoos.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 2532726, member: 553"] Wow. I had almost forgotten about this thread. Thanks to all the posters showing renewed interest. It would probably be a bit more involved than that. Notes and explainations of the ink preparation, arcane metaphysics behind the tats, minor rituals to bind spell energy to them, etc. State of mind and visualization techniques while applying the tattoos are probably important too. Basically, what it boils down to is that an Expert with ranks Profession (Artist) isn't going to be able to have access to a spell just by copying a picture of the corresponding tattoo from a spell book. In fact, there may not even be a picture of the final tattoo in the spell book... just a text description of various arcane symbols and how to draw them in relation to each other. I see what you're saying, but I wouldn't want to add a skill check that would potentially impact something as important as how many spells a wizard could cast per day. I'm thinking the Scribe Scroll feat would provide the neccessary skill to handle self-tattooing. Alternately, once the wizard has mentally prepared, preformed the rituals and created the ink, merely drawing a line of ink over the area to be tattooed is all that's needed, and the symbols will magically take shape themselves. Or, perhaps assisting in drawing tattoos is another function of a familiar. Perhaps. But I'd think it'd be much easier for a wizard to spot a fake spell tattoo than anyone else. Probably a DC 10 Spellcraft Check, or an opposed check of Profession (Artist) vs. Spellcraft, with the Spellcraft getting a +10 bonus. (Again, distance modifiers would apply the same as a Spot check.) Yep. As you and Philthulu mention, having tats as magic items is the next logical step for this concept. I've even used the concept in a 2E game I've run before. I don't see any reason you couldn't do this using the Wonderous Item Creation feat, using the rules for creating new items from the DMG (though I would probably add the price increase for a slotless item.) I thought there was a feat somewhere in a Forgotten Realms supplement somewhere that let a spellcaster place a single use tat on another character, but couldn't find it. The rules for Psionic Tattoos (XPH) might be adaptable for regular spellcasters, as well. Yes; per my earlier posts, this is the approach I would be taking. Not sure what you mean by this. What would the intended purpose of this be, other than a cool, creepy visual ;) Well, as I mentioned, I thought there was a FR feat that let one scribe tattoos as one-shot effects, but can't find it. Probably in another book somewhere. But other sources include Monte Cook's [B]Book of Eldritch Might[/B] (with the [i]Item Image[/i] feat, that lets you carry a magic item [i]in[/i] a tattoo, as well as the Graven One PrC). There's Psionic Tattoos (XPH) - but since the wearer of the tattoo must supply the power points, it might be difficult to translate to arcane magic. Perhaps the tattoo wearer would have to expend a spell slot to activate it. Green Ronin's [B]Shaman's Handbook[/B] also has some tattoos as items rules. AEG's [b]Mercenaries[/b] has a Tattoo Mage base class, which is more of a warrior than mage. There's probably more; I need to create a master index for all my stuff one of these days. Also, a quick Google for tattoo magic or feats will turn up a huge number of house rules, but mostly targeted around tattoos as items. Make sure you add "d20" or something similar to the search, or you'll get alot of strange real world links :eek: As far as applying to other classes, I'm not using any other prepared-spell arcane casters in my campaign, but I see no reason why other classes couldn't be changed in a similar manner. It is mostly fluff, after all. Even spontaneous casters could be adapted, having spells known as permanent tattoos. [/QUOTE]
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