When attuned to the Savator Aramento, you gain this feat. Allowing you to keep track of your prepared spells within the magical tattoo. You cannot use this feat. If you unattune from the Savator Aramento.
Using the Savator Aramento, you can absorb strength from the Astral Gates and Chromatic Runestones by concentrating on the surface of the artifacts for 10 minutes with no interruptions as the tattoo syphons the energy from the powerful crystal, allowing you to gain a new spell as part of an expanded spell list kept within the item. The spell is chosen by the DM, and the amount of spells gained varies on what the size and power of the Astral Gate or Runestone allows to be absorbed.
The tattoo can hold up to 16 spells at any given time, and can prepare up to 2 1st-level spells, 2 2nd-level spells, 2 3rd-level, 1 4th-level spells, and 1 5th-level spell. You can change what spells you have prepared once during a short rest and again after you take a long rest. After said long rest, you can change your spells during short rest once again. These spells do not count toward your total of spells known, though they use your spellcasting ability, Save DC and modifiers. Casting these spells consumes your spell slots. If you gain a spell when the tattoo can no longer hold any more, you must choose to either replace a spell in your repertoire, losing it until possibly found once more or lose the newly acquired spell.
When the tattoo holds 7 or more spells, prepared or not, and has interacted with at least 1 Astral Gate, it gains the ability to expend all it's active and stored energy for a dangerous eruption of energy. This eruption casts the spell time stop. Using this affect causes the tattoos do go dull, while it remains attuned, it takes 2d4 + 2 days before the Tattoo's magical benefits take affect once more, it's spells, stored or prepared, as well as all it's passive benefits become inactive. The tattoo cannot be unattuned while it's inactive in this way.
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