Base Class: Wizard
Arcane Ink
Starting at 2nd level you no longer need inscribe your magic in the pages of a book. You can now inscribe your spells on your flesh as if it were the page of your spell book. Spells inscribed on your skin require half as much gold but the full time required to inscribe spells. By spending 10 minutes with mundane ink focusing your spell into it you can spend the required spell slot to transfer a spell from your book onto your skin without requirering special ink.
Artistic Protection
Starting at 6th level if not already known you learn the mage armor spell for free. This spell is always prepared and does not require a tattoo but instead when it is cast your tattoos gain a magical shimmer and create a field of protection over your skin.
Artistic Accuracy
Starting at 10th level you gain the ability to cast range spells at twice the normal range. You are more effective at casting as it is from your own flesh.
Glowing Ink
Starting at 14th level, as an action, you can now magically charge one spell tattoo of 5th level or lower that has a casting time of one action. For the next minute you can cast this spell as if it has a casting time of one bonus action. The tattoo glows with magical energy creating a dim magic light out to five feet. You can use this ability twice and then it can not be used again until you take a long rest.
Arcane Ink
Starting at 2nd level you no longer need inscribe your magic in the pages of a book. You can now inscribe your spells on your flesh as if it were the page of your spell book. Spells inscribed on your skin require half as much gold but the full time required to inscribe spells. By spending 10 minutes with mundane ink focusing your spell into it you can spend the required spell slot to transfer a spell from your book onto your skin without requirering special ink.
Artistic Protection
Starting at 6th level if not already known you learn the mage armor spell for free. This spell is always prepared and does not require a tattoo but instead when it is cast your tattoos gain a magical shimmer and create a field of protection over your skin.
Artistic Accuracy
Starting at 10th level you gain the ability to cast range spells at twice the normal distance. You are more effective at casting as it is from your own flesh.
Glowing Ink
Starting at 14th level, as an action, you can now magically charge one spell tattoo of 5th level or lower that has a casting time of one action. For the next minute you can cast this spell as if it has a casting time of one bonus action. The tattoo glows with magical energy creating a dim magic light out to five feet. You can use this ability twice and then it can not be used again until you take a long rest.







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Posted Sep 2, 2018I would say yes, the DM would choose what spell gets hit based on if the player has specifically dictated the spell locations or not. Similar to a wizards spell book being damaged.
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Posted Sep 2, 2018Nope
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Posted Sep 2, 2018Nope
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Posted Sep 2, 2018I would say yes, the DM would choose what spell gets hit. Similar to a wizards spell book being damaged.
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Posted Aug 29, 2018Another thought i had was what happens if the character takes some kind of critical damage. For example, if a gash runs across his chest cutting into one of his spells. Is that spell no longer accessible until the damage is healed?
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Posted Aug 29, 2018I would auggest making the Glowing Ink feature usable a number of times based on your intelligence modifier per long rest.