In cities like Waterdeep the carriage of weapons on the streets is not allowed for common folk. Hence some adventurers need to become creative in order to smuggle weapons through the city-guard's watch.
When you cast this spell, you can activate 2 tattood weapons carried on your or another creature's body into life.
The weapons have to fit your skin, meaning if you are a halfling you cannot tattoo a 2 handed ax on your skin.
By reason of this being quite painful, you have to succeed on a Constitution saving throw or else take 1d6 magical piercing damage on a failed save when the spell is cast.
When the spell is active, you can use a bonus action to draw the weapons from your skin if they are sheathed and if the weapons are drawn for more than 5 days, the place where the tattoo was has a scar for 1d4 days.
The tattoo cannot be detected as weaponry by any non-magical means. If an Arcana check is made, the two parties compete in an opposed Arcana check.
Spells like Detect Magic can detect magic around your body, but only on a high roll will it detect that your tattoos are magical weapons.
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