Some adventurers need to become creative in order to smuggle weapons through a city-guard's watch.
When you cast this spell you can tattoo up to two weapons carried by yourself or another creature into a part of your skin. The weapons have to fit into your skin, meaning if you are a halfling, you cannot tattoo a two-handed axe into your skin. You can choose the color of your tattoo but not the size or form, for this in determined by the weapons tattooed.
By reason of this being quite painful, you have to succeed on a Constitution saving throw, equal to your spell save DC, or else take 1d12 magical piercing damage on a failed save, when you cast the spell. While the spell lasts, you can use your bonus action to activate the tattoo and thus pull out the weapons from under your skin. This leaves a scar behind that stays for 1d4 days.
The tattoo cannot be detected by any non-magical means. Spells like "Detect Magic", or other forms or magic uses, can detect the tattoo, however, no one other than yourself can activate the tattoos. Thus, it is not possible for any other creature to prove that there are really weapons hidden under your skin.
If the tattoos are not activated within the spell's duration, the tattoos are ejected from the skin causing 1d12 magical piercing damage.
* - (a needle and a vial of ink)Previous Versions
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