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The Red Wizards of Thay have two signature arcane secrets:  Circle magic, which they stole from the witches of Rashemen, and extreme focus on a specialized school of magic which they inscribe on their bodies as spell tattoos.

Tattoo Spell Focus.  As a sign of their focus on a single school of magic, red wizards eschew spell books and instead permanently tattoo spells of their school specialty onto their bodies.  Spell tattoos are treated as spell books for purposes of transcribing wizard spells, but cannot be unprepared while they remain. 

The following benefits apply only to spells of your specialty school that are tattooed on your body:

  • Spell durations are doubled.
  • Saving throws against your spells have disadvantage.
  • You have advantage on saving throws to maintain concentration on tattooed spells.
  • You have advantage on saving throws to resist spells that you have tattooed on you.
  • As a 10 minute ritual you can regain any spell slots spent casting a spell that you could have cast as a ritual.

Tattooed spells can be removed by a successful medicine check (DC: 15+ spell level) that inflicts 1d6 slashing damage per spell level.  If a medicine check fails by 5 or more the Tattoo is ruined and cannot be mended but can be regenerated by the Regenerate spell.  Removed tattoos decompose after 2d4 days unless treated by a tanner with the appropriate tool proficiency.

Circle Leader.  You can lead a circle ritual.  After leading a 10 minute circle ritual of arcane spell casters, willing participants of the ritual may transfer any one of their spell slots to you.  If the transferred spell slot is of a level that you could not normally cast, you take 1d12 psychic damage for each level of the spell slot gained (no save)

Non-casters may participate in the circle ritual if they remain willing or incapacitated.  Each non-casting participant takes 1d4 + STR piercing damage from each spell-casting participant. At completion of the ritual you inflict 1d12 + STR piercing damage to each non-casting participant. The ritual is disrupted without any benefit if any participant receives magical healing before the ritual is complete.  You gain a spell slot of a level determined by the total amount of piercing damage inflicted on all participants who remained conscious at the completion of the ritual, after accounting for damage resistance.  

  Piercing damage inflicted (after damage resistance)
10 20 30 50 80 130 210 340 550 890
Level of Spell slot gained 1 2 3 4 5 6 7 8 9 10

 

 

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