You have mastered the art of embedding magic directly into living flesh, creating powerful arcane tattoos.
Tattoo Creation
You can create magical tattoos—magic items inscribed onto the body of a willing or helpless creature. If the recipient is not yourself, both you and the recipient must be present for the entire process.
- You must use a Tattoo Kit to inscribe magical tattoos.
- The process takes 4 uninterrupted hours to complete.
- If the process is interrupted, the tattoo fails and materials are lost.
- At the end of the process, roll a Dexterity check to determine the tattoo’s artistic quality. This has no mechanical effect (purely cosmetic).
Tattoo Slots
Magical tattoos must be placed on a valid body slot, similar to magic item locations. However, tattoos do not count against worn magic items.
Valid slots:
- Belt
- Body
- Chest
- Feet
- Hands
- Head
- Neck
- Shoulders
- Ring (up to two)
- Wrist
Tattoo Limitations
- A creature may only benefit from A maximum of 5 total magical tattoos.
- You cannot inscribe the same spell multiple times on the same creature
- A single slot can only hold one magical tattoo
- Tattoos cannot be placed on armor, eyes, or shield slots
Tattoo Magic & Removal
Magical tattoos are difficult to remove:
- Dispel Magic suppresses the tattoo’s effect but does not destroy it. The wearer may reactivate it normally.
- Spells such as Regenerate, Wish, or Miracle can fully remove the tattoo.
- If the body part bearing the tattoo is lost and later regenerated, the tattoo is not restored.
- If the skin is destroyed, removed, or heavily scarred, the tattoo loses its magic permanently.
Spell Tattoos
To take this feat, you must be a spellcaster.
You may inscribe tattoos containing spells that:
- Target self with no area of effect.
- Are 3rd level or lower
The recipient is treated as if they can cast the inscribed spell.
- The tattoo consumes the spell’s normal material components
- Once the spell is cast, the tattoo becomes non-magical
Permanent Tattoos
You can make a tattoo permanent by incorporating crushed gemstones tied to the spell’s school of magic:
| School | Gemstone |
|---|---|
| Abjuration | Onyx |
| Conjuration | Sapphire |
| Divination | Pearl |
| Enchantment | Ruby |
| Evocation | Diamond |
| Illusion | Opal |
| Necromancy | Amethyst |
| Transmutation | Malachite |
Cost: Spell level × 500 gp worth of the appropriate gemstone
Special Tattoo Effects
The following tattoos are considered permanent.
Ability Enhancement Tattoos
Simple but potent markings that enhance the body:
- Head → Intelligence
- Neck → Wisdom
- Heart → Constitution
- Back → Strength
- Hands → Dexterity
- Face → Charisma
Costs:
- +1 bonus: 1,050 gp (any gemstone dust)
- Only one of these tattoos can be inscribed and active on a creature at a time.
Contingency Tattoo
A ring of runes surrounding another tattoo.
- Cost: 350 gp of diamond dust per spell level
- Allows the tattoo’s spell to trigger automatically when a specific condition is met
- Does not require the wearer’s action
Example:
A False Life tattoo activates automatically when the wearer falls unconscious, granting 2d4 + 4 temporary hit points.
A contingent and Permanent False life Tattoo cost---> A small amount of Alcohol + lvl one spell 500gp of Amethyst dust + 350gp of Diamond dust.
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