Vessel tattoo: advice and comments wanted...

Ruavel

First Post
Vessel Tattoo (Wondrous Item)
A vessel tattoo is a mystic glyph inscribed on a creature’s skin that has the ability to store one spell at a time, up to third level, provided that the spell targets a creature or creatures (identical to the restrictions of a potion). Specifics concerning any spell stored in a vessel tattoo are determined when the spell is cast into it.
Any creature can have a maximum of four vessel tattoos inscribed on their skin at any given time, and once it has been drawn it cannot be moved, although it can be removed with a successful erase spell.
A vessel tattoo is activated simply by the bearer willing it to do so. This is a standard action that does not provoke an attack of opportunity.
Caster Level: ?; Prerequisites: Craft Wondrous Item, Craft (tattoo), arcane mark; Market Price: ?; Weight:


can anyone offer some suggestions about the function, appropriate caster level and market price for this time please...?

It's something my wizard/cleric of mystra is trying to develop and I need to make it perfect before I try to "sell it" to the DM...

all help and comments (constructive ones at least) will be greatly appreciated...

cheers...
 

log in or register to remove this ad

According to the information on creating magic items found in Tome and Blood, this should require Brew Potion. I can see why; after all, if you can effectively duplicate a potion effect with Craft Wondrous Item, why bother to learn Brew Potion? In-game, you could rationalize it as being required to create the special magical ink needed for the tattoo. The base cost is as per a potion.

Under the heading "Behind the Curtain: Cool Ways To Break Break the Rules" on page 146 of the Dungeon Master's Guide, it gives the example of an NPC tattooist who creates magical tattoos that have the powers of magical items, but take up no space, weigh nothing, and can't be lost or stolen. It suggests that having such tattoos cost double the normal amount would be appropriate. The example refers to tattoos as permanent magical items (!) but I see no reason you couldn't extend the concept. Even a DM who might balk at permanent tattoo "items" might permit one-shot tattoo "items".

So, you would end up with a caster level being set by the creator but never lower than the minimum level to cast the spell and base price twice that of a potion.

Edit: I forgot to mention that when I said "should require Brew Potion" that this is in addition to, not instead of, the other requirements (Craft Wondrous Item and tattooing skill).
 
Last edited:

I suggest you copy the Psionic Handbook's Scribe Tattoo feat, translate powers into spells (it's 1-to-1), and go from there. Here's the wording of the feat (from SRD):

Scribe Tattoo [Item Creation]

Prerequisite: Manifester level 3rd+.

Benefit: You can create a psionic tattoo of any psionic power of 3rd level or lower that you know and that targets a creature or creatures (see Special, below). Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp (inscribing a 0-level power costs 25 gp). To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing half of this base price.

When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power.

Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo.

Special: All Psychometabolism powers are an exception to the target criteria, and may be scribed into a tattoo despite the fact that they are personal powers.

Here are the rules for their use:

PSIONIC TATTOS
Psionic tattoos may vary in size, but a creature can only wear a total of seventeen tattoos.

Physical Description: A typical psionic tattoo is a colorful pattern of hundreds of tiny, interlacing lines within a larger design. Once scribed, the tattoo’s design does not change. A psionic tattoo usually covers an area of skin no more than 5 inches in diameter (larger ones could be designed, but would have no added effect).

Scribing and Transferring Tattoos: The manifester level for a psionic tattoo is the minimum level required to manifest the scribed power. A psionic tattoo can contain only powers of level 0 to 3.

A psionic tattoo inscribed on a wearer is potentially more mobile than a mundane tattoo. As a standard action, the wearer can will the tattoo to a different part of his body or onto the skin of any willing (or unconscious) living creature he touches. If the wearer of a psionic tattoo is rendered unconscious or is slain, another sentient creature can touch the tattoo and will it to leave the previous wearer and apply itself to the new creature as a standard action. Psionic tattoos cannot overlay one another.

Identifying Psionic Tattoos: In addition to the standard methods of identification, the wearer of a tattoo can concentrate on it and attempt to gain some sense of how it would feel if activated. A successful Intelligence check (DC 13) provides a hint to the tattoo’s effect. For instance, a tattoo of body adjustment may give the character a brief feeling of well-being and health.

Activation: A psionic tattoo produces its effect when touched by its wearer and willed to do so (this is called “tapping”). Tapping a tattoo is a standard action. A psionic tattoo fades away after use.

The following rules govern the use of psionic tattoos:

  1. A creature must have an appropriate physical surface on which to scribe the pattern (thus, incorporeal creatures cannot use psionic tattoos).
  2. Tapping a psionic tattoo provokes attacks of opportunity. A successful attack (including grappling attacks) against the wearer forces a Concentration check. A wearer who fails this check cannot concentrate effectively on the tattoo to use it. The tattoo remains untapped, and the wearer can make another attempt.
  3. A character can trigger the effects of another’s psionic tattoo if the other wearer is unconscious. It is a full-round action to find, touch, and concentrate on the unconscious creature’s tattoo.

They would translate easily into any campaign as spells rather than powers. If you want more info on Psionics, check out the SRD
 

maybe some more info will help...

thanx for the comments so far, guys...

Randolpho - I wanted to avoid using a magic version of the psionic tattoos... which are effectively potion with a different form... but I do appreciate the suggestion...

Hashmalum - I certainly concede the point of possibly requiring the Brew Potion in addition to the craft wondrous item feat given that they produce a similar effect...

Points to note that make Vessel different from tattoos...

-each vessel tattoo does not fade after use, but remains as an empty "vessel" waiting to be filled with a new spell (implying more of a spell storing ability rather than a potion function)

-vessel tattoos are intended as the first of a "series" of tattoo items that with a variety of effects...

-a vessel tattoo is relatively easy to remove (erase spell) and could certainly be allocated spaces to take up on the recipient's body (ie one on each hand equates to the gloves/gauntlets space)...

anyway, thanx again for your input feel free to keep offering some more suggestions... I'd really like to make these work somehow...

:)
 


Ah, I didn't realize you meant it to work more like a spell storing item rather than a potion. Unfortunately, this leaves me completely at a loss. There are only two such items and the prices on them are all screwed up (the vibrant purple ioun stone seems way too cheap, especially for something that doesn't use a slot).
 

Thanx for your input anyway, Hashmalum...

I may just have to work this one out with the DM of the game I'm playing in...

nonetheless, the floor is still open to anyone with some ideas for caster level and market price for this item...
 


Remove ads

Top