Friday, December 5, 2014

House Rules - Magic Tattoos

Tattoo Magic (adapted from Relics & Rituals and Relics & Rituals II)

Tattoo magic allows a spell caster to imbue tattoo ink with magical energy. The ink may then be used to create a tattoo on a target, which may be enchanted with a spell like other magic items. The target gains the ability to activate the tattoo and benefit from the enchantment's effects. Tattoos must be inscribed by a spell caster who knows the Inscribe Magical Tattoo feat and also meets the prerequisites for inscribing that particular tattoo.

Tattoo magic is not without drawbacks, as the spell in question is not enchanting an object, but rather a person. Bearers of tattoos must become the conduits for the powers they carry, and as a result each tattoo has a unique side effect that mirror's the magic it channels. Removing tattoos once in place requires high magic, as the process is similar to disenchanting other magical items. Spells such as Woda's disjunction may remove the magic from a tattoo, but not the tattoo itself, and thereby eliminate the disenchanted tattoo from the limits on the number of magical tattoos a character can possess. Nonmagical tattoos can be removed from a subject's skin with a regenerate spell cast upon the inked area.

A character may wear a number of ranks of tattoos equal to twice his Constitution modifier, and no character may have a single tattoo that has a prerequisite spell of a higher level than that character's Constitution modifier. Characters who suffer Constitution damage or have their Constitution permanently lowered to the point they can no longer support the power of their tattoos will find their highest rank magical tattoo becomes dormant and unusable. Further tattoos, in order from highest to lowest, will also fall dormant until the character falls under the Constitution limit for tattoo use. if a character's Constitution is restored or even temporarily raised to a level that allows use of the dormant tattoos, they will begin functioning normally as long as the character's Constitution remains high enough.

Unless a tattoo description specifies otherwise, tattoos must be activated to be used. The user must make a Charisma check of DC 5 + the level of the major spell effect to successfully unleash the powers of the tattoo, and a similar effect to deactivate it. Activation is a standard action that does not provoke attacks of opportunity. If the activation check fails, the tattoo does not function and its daily uses are not expended.

Beastspawn
  Tattoo Ranks: 1
  Powers: This tattoo grants the character low-light vision, and the ability to see twice as far as normal humans in dimly lit areas. The character may check to activate and deactivate this tattoo as often as he likes.
  Side Effects: When the tattoo is activated, the wearer is highly vulnerable to the blinding effects of light, and suffers a -2 penalty to saves involving dazzling lights or other light related effects.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, light; Market Price: 2,500 shillings.

Blessing of Tiwas
  Tattoo Ranks: 2
  Powers: The devotees of Tiwas are to be a light that shines the way to justice. This tattoo appears as a scale over crossed swords done in silver and gold. When activated, the tattoo glows as a light spell, granting both light and a blessing in the form of a bless spell that affects only the tattoo user. This tattoo may be used twice per day.
  Side Effects: None.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, bless, light; Market Price: 3,240 shillings.

Caire’s Blessing
  Tattoo Ranks: 2
  Powers: This tattoo incorporates all manner of good luck charms and motifs and allows the bearer to reroll a single die roll once per day before the DM has declared the roll a success or failure, though the new roll must be kept. The tattoo does not require a Charisma check or a standard action to activate.
  Side Effects: Sometimes luck runs against you, but there is no side effect other than the bearer must take the result of the second roll no matter whether it is better or worse than the first.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, Caire's luck; Market Price: 2,160 shillings.

Cloak of the Sun
  Tattoo Ranks: 3
  Powers: This tattoo depicts a stylized sunburst, usually in a prominent place on the bearer. When activated, the tattoo surrounds the bearer with the effects of the daylight spell, which lasts for 50 minutes or until deactivated. This tattoo may be used once per day.
  Side Effects: None.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, daylight; Market Price: 5,400 shillings.

Cloak of the Wild
  Tattoo Ranks: 1
  Powers: This tattoo, which depicts two hands around the outline of an animal's head, grants its bearer the ability to pass unnoticed among animals. When activated, its user is considered to be under the effects of an hide from animals spell cast at the caster level of the tattoo. This tattoo may be activated three times per day.
  Side Effects: When activated, the bearer becomes more noticeable to humans; this tattoo inflicts a -2 circumstance penalty to Hide and Move Silently checks related to other humanoid creatures.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, hide from animals; Market Price: 2,600 shillings.

Countenance of the Sun
  Tattoo Ranks: 2
  Powers: This tattoo, which depicts a stylized sunburst around an eye, fills the user with great powers of charisma and leadership. When this tattoo is activated, the user gains a +4 enhancement bonus to Charisma for 30 minutes. This tattoo can only be activated once per day.
  Side Effects: Once the effects have worn off, the character is lethargic and tired. The character is fatigued for an hour.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, eagle's splendor; Market Price: 1,728 shillings.

Dragon's Ire
  Tattoo Ranks: 3
  Powers: This tattoo allows the user to perform a breath attack as if he had cast the spell dragon's breath at a caster level equal to the tattoo's caster level. The type of breath gained by the caster is determined by the form of the tattoo: A red dragon for fire breath, a black dragon for acid breath, and so on. Only one type of dragon may be represented by the tattoo. This power may be activated more than once per day, but each activation after the first imposes a +5 cumulative increase to the Charisma check needed to activate the tattoo. The DC is reset to normal once the character goes 24 hours without using the breath attack.
  Side Effects: The bearer takes one point of damage of the appropriate type (with no save) for each die of damage he inflicts while breathing.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, dragon's breath; Market Price: 8,000 shillings.

Eiur's Light
  Tattoo Ranks: 1
  Powers: The divine light of Eiur is a powerful force for healing. This tattoo allows the character to heal himself for 1d8+1 points of damage per activation. The tattoo may be activated three times per day.
  Side Effects: The tattoo's magic requires one round per point healed to take effect. The character must also be outdoors in the sunlight or moonlight, or the tattoo's magic fails.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, cure light wounds; Market Price: 2,500 shillings.

Eye of Woda
  Tattoo Ranks: 2
  Powers: This tattoo, which is a band across the bearer's eyes, like a blindfold, grants the ability to notice invisible objects and creatures. When activated, it acts as a see invisibility spell for up to 30 minutes. This tattoo may be activated twice per day.
  Side Effects: Use of the eye of Woda can be painful, forcing a DC 15 Fortitude save each time it is activated, or the bearer is dazzled for 10 minutes.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, see invisibility; Market Price: 3,900 shillings.

Familiar Mark
  Tattoo Ranks: 1
  Powers: This is an ancient druid mark that grants an animal increased prowess and damage with its natural weapons. Many wizard's also place these tattoos upon their familiar's. This tattoo may be activated twice per day, granting the animal the effects of the magic fang spell for one minute per caster level of the tattoo.
  Side Effects: None.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, magic fang; Market Price: 2,160 shillings.

Forseti's Might
  Tattoo Ranks: 4
  Powers: When activated, this tattoo grants the bearer the strength and speed of righteous anger. The character gains a +4 enhancement bonus to Strength and Dexterity for a number of hours equal to to the caster level of the tattoo. The tattoo cannot be activated more than once per day..
  Side Effects: As soon as the tattoo is deactivated or the duration of its effect expires, the bearer suffers one point of temporary Strength and Dexterity damage.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, bull's strength, cat's grace; Market Price: 3,500 shillings.

Füllar's Cloak
  Tattoo Ranks: 1
  Powers: The priests of Füllar frequently stand apart from the conflicts of this world, often observing rather than acting. This tattoo operates as the spell sanctuary cast at the tattoo's caster level.
  Side Effects: The powers of this tattoo cannot be invoked for 30 minutes after the character has invoked any other magic tattoos.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, sanctuary; Market Price: 5,000 shillings.

Ghost-Hand Pattern
  Tattoo Ranks: 2
  Powers: This odd, jagged pattern is always placed on the palm of its bearer's hand. Upon activation, an identical pattern of shifting black energy appears in the air within 130 feet. The wielder may then cast touch-based spell through the ghost-hand pattern for up to three minutes, just as if by a spectral hand spell. This tattoo may be used three times per day.
  Side Effects: The bone-chilling supernatural cold of the pattern weakens those who use it. While the tattoo is active, the bearer sustains 2 points of temporary Strength damage. The damage disappears once the effect ends.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, spectral hand; Market Price: 5,200 shillings.

Greater Familiar Mark
  Tattoo Ranks: 3
  Powers: The superior version of the familiar mark tattoo, the greater familiar mark grants the benefit of greater magic fang as if cast at the caster level of the tattoo. This tattoo may be activated once per day.
  Side Effects: None.
  Caster Level: 6th; Prerequisites: Inscribe Magic Tattoo, greater magic fang; Market Price: 6,480 shillings.

y Grym's Sending
  Tattoo Ranks: 4
  Powers: This tattoo is automatically activated if the character dies: No Charisma check is necessary. The character's body withers away, leaving only the equipment the character was carried. Three days later the character appears reincarnated in the place she found most secure in the world, with no loss of ability or spell levels. As per reincarnate, the character loses one level of experience, and also loses the tattoo. The the character may choose to be unwilling to return via reincarnate, but if she is raised from the dead by another means, the magic of the tattoo will still be gone.
  Side Effects: None.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, reincarnate; Market Price: 1,400 shillings.

Heim's Shield
  Tattoo Ranks: 2
  Powers: Heim's strength and fortitude is legendary. This tattoo allows the bearer to gain the effects of the spell bear's endurance cast at the level of the caster who inscribed the tattoo. The character may check to activate this tattoo as often as he likes.
  Side Effects: While his fortitude is great, Heim's power is brittle, and breaks before it bends. The bearer loses a number of Dexterity points equal to the number of Constitution points gained while the tattoo is active.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, bear's endurance; Market Price: 6,000 shillings.

Hler’s Touch
  Tattoo Ranks: 3
  Powers: When activated this tattoo builds up the powerful electric charge of a sea storm that is automatically transferred into any creature coming into physical contact with the wearer of the tattoo. The shock inflicts 20 points of electrical damage, which is halved if the target makes a successful DC 13 Fortitude save. The tattoo may be activated twice per day.
  Side Effects: Touch attacks may not be made while this tattoo is active. Further, the charge may only be maintained for one round per point of the character's Constitution modifier. If the bearer continues to hold the charge beyond that time, he must make a Fortitude save each round to avoid accidentally discharging the shock, dealing half of the normal the electrical damage to himself, or none if the bearer makes a successful Fortitude save.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, touch of the eel; Market Price: 10,800 shillings.

Huror's Paw
  Tattoo Ranks: 1
  Powers: Perhaps one of the most common magical tattoos among the inhabitants of Elizon, huror's paw grants its bearer the ability to ignore the first 5 points of cold damage per round. The tattoo's effects last for 24 hours and may only be activated once per day.
  Side Effects: None.
  Caster Level: 1st; Prerequisites: Inscribe Magic Tattoo, endure elements (cold); Market Price: 360 shillings.

Mark of the Sang-Nuit
  Tattoo Ranks: 1
  Powers: Innovated by the Sang-Nuit, the mark of the Sang-Nuit is a dark circle emblazoned within the runic symbol of the brotherhood of night. In the dark of the night, those with this tattoo are able to cause themselves to vanish as if under the effects of an invisibility spell cast at the caster level of the tattoo.
  Side Effects: The mark of the Sang-Nuit can only be activated in darkness, when the sun is not in the sky.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, invisibility; Market Price: 1,730 shillings.

Mark of the Kinslayer
  Tattoo Ranks: 0 (cursed)
  Powers: The rugged tribes of Elizon, and the clans of the Rodharic lands mark their most heinous criminals with cursed tattoos. These tattoos function identically to normal magic tattoos, except they are always active and cannot be deactivated by their bearer. Cursed tattoos are not limited by the bearer's Constitution score and do not count against the bearer's maximum number of uncursed magical tattoos. Those found guilty of slaying a kinsman are marked on the face with this cursed tattoo to ensure they are forever exiled from the northlands. The victim's tolerance for cold is magically stripped. They cannot tolerate cold environments and take double damage from all cold attacks.
  Side Effects: Similar to endure elements, the bearer of this mark ignores the first 3 points of damage each round from fire or heat-based attacks.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, bestow curse; Market Price: 20,000 shillings.

Mark of the Owl
  Tattoo Ranks: 2
  Powers: The stylized owl of this marking is very distinctive, and is often seen by the Menaevian witches. When activated, the tattoo grants the bearer a +4 enhancement bonus to Wisdom for 30 minutes or until it is deactivated. This tattoo cannot be activated more than once per day.
  Side Effects: While this tattoo is activated, the character becomes short-tempered and curt, the spirit of the owl is a wise but rude one, reducing the character's Charisma by 4 for the duration of the effect.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, owl's wisdom; Market Price: 1,728 shillings.

Mother of Animals
  Tattoo Ranks: 2
  Powers: This tattoo - a stylized circle within which has been worked representations of a claw, a feather, a fin, and a hoof - grants the ability to entrance an animal as per the spell charm animal cast as a third level caster with a save DC of 11 + the bearer's Charisma modifier. This tattoo may be used three times per day.
  Side Effects: Tapping into Vali's power requires a sacrifice to the land. Activating the tattoo requires the character to expend 1 hit point, dripping the blood onto the ground.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, charm animal; Market Price: 4,875 shillings.

Mother’s Tongue
  Tattoo Ranks: 2
  Powers: A popular tattoo among the devotees of Caire, mother's tongue is tattooed directly onto the tongue of its bearer. When activated, it allows the bearer to speak with animals, as per the spell as if cast by a caster of the tattoo's caster level, twice per day.
  Side Effects: While this tattoo is active, the bearer cannot speak the languages of any sentient beings - only the tongues of animals.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, speak with animals; Market Price: 3,460 shillings.

Nomad’s Sheathe
  Tattoo Ranks: 4
  Powers: A favored item among not only the nomads of the Ahaliat Steppes and the Tozlan Desert, but also among spies, diplomats and thieves, nomad's sheathe appaers as an intricate pattern of knot work webbed along an arm or leg. When an item is touched to it and the tattoo is activated, the item is affected as per the tattoo item spell, appearing as a tattoo of the item trapped within the knot-work. The item may be retrieved by the bearer at any time, but the tattoo may only be activated once per day.
  Side Effects: None.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, tattoo item; Market Price: 20,580 shillings.

Oaken Shield
  Tattoo Ranks: 2
  Powers: This tattoo is created with dark tannin inks from ancient oaks, creating the symbol of a shield that appears to be woven oak branches. When activated, this tattoo grants the bearer the effects of barkskin as if cast by a 3rd-level caster, granting a +3 natural armor bonus for 30 minutes or until the tattoo is deactivated.
  Side Effects: The bearer's skin becomes rigid and dark while this tattoo is activated, reducing their Dexterity by 2 points until the magic is deactivated.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, barkskin; Market Price: 3,460 shillings.

Stone Sigil
  Tattoo Ranks: 4
  Powers: This sigil, which is a stylized symbol of a menhir, grants a spell caster great concentration in battle. When activated, the character acts as though he is under the effects of a mind over matter spell cast at the caster level of the tattoo. The sigil may be activated three times per day.
  Side Effects: The caster must remain still as a stone, focused only on spell casting. He may take no move or move-equivalent actions for the duration of the tattoo's effect, as doing so breaks the power of the stone sigil.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, mind over matter; Market Price: 24,300 shillings.

Syfa’s Grace
  Tattoo Ranks: 2
  Powers: Lithe and graceful, Syfa is the fleet runner through the forest, and tattoos invoking her allow the wearer to gain the effects of the spell cat's grace, cast at the level of the spell caster who inscribed the tattoo. The character may check to activate and deactivate this tattoo as often as he likes.
  Side Effects: This agility comes at the cost of Strength. The wearer loses a number of Strength points equal to the number of Dexterity points gained while the tattoo is active.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, cat's grace; Market Price: 6,000 shillings.

Tar Dragon
  Tattoo Ranks: 8
  Powers: When successfully activated, the bearer of this tattoo gains the effects of bull's strength as if cast at the caster level of the tattoo. While active this tattoo also bestows immunity to the blows of most nonmagical weapons granting damge reduction 10/+1. Finally, the bearer is able to vomit a sticky substance from his mouth in a 20 foot cone. Anyone within the cone must make a DC 15 Reflex save or be treated as if they had just been hit by a tanglefoot bag. The vomit attack can be used once per day. If not deactivated sooner, the tar dragon tattoo deactivates when the bull's strength duration expires.
  Side Effects: Once the tattoo is deactivated, the bearer becomes exhausted for a period of time equal to the duration that the tattoo was active.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, bull's strength, stoneskin, web; Market Price: 70,000 shillings.

Three Feathers
  Tattoo Ranks: 1
  Powers: A depiction of three crossed eagle feathers, the three feathers tattoo grants its user the ability to cast the feather fall spell three times per day.
  Side Effects: None.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, feather fall; Market Price: 3,250 shillings.

Þunor's Might
  Tattoo Ranks: 2
  Powers: Þunor is renowned for his unsurpassed strength. This tattoo allows the bearer to gain the effects of the spell bull's strength cast at the level of the spellcaster who inscribed the tattoo. The character may check to activate and deactivate the tattoo as often as he likes.
  Side Effects: Þunor is reckless and headstrong. The bearer loses a number of Wisdom points equal to the number of Strength points gained while the tattoo is active.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, bull's strength; Market Price: 7,000 shillings.

Vali’s Servant
  Tattoo Ranks: 5
  Powers: Vali's most honored servants are granted this tattoo to allow them to take animal form to better serve their mistress' purposes. The crafter of this tattoo must choose one lycanthrope to be incorporated into the tattoo. Thereafter, upon activation, the tattoo allows the bearer to assume that lycanthropic form and gain all of its benefits and drawbacks. The bearer may also learn the Control Shape skill as a class skill.
  Side Effects: The bearer must check for involuntary transformation through the use of this tattoo as outlined in the Control Shape skill explanation.
  Caster Level: 9th; Prerequisites: Inscribe Magic Tattoo, Vali's blessing; Market Price: 48,600 shillings.

The Witch Eye
  Tattoo Ranks: 3
  Powers: This mark depicts a three-pupiled eye, and allows the bearer to use clairaudience/clairvoyance up to twice per day. The caster is able to choose whether to see or hear into the area scryed and those who use the witch eye frequently often activate both uses of the tattoo to do both.
  Side Effects: The preternatural sight and hearing granted to the user of the tattoo can damage the natural senses. After the effect is over, the bearer of the tattoo is blinded and/or deafened for ten minutes depending upon which senses were used.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, clairaudience/clairvoyance; Market Price: 3,460 shillings.

Woda's Insight
  Tattoo Ranks: 2
  Powers: Coolness of mind leads to clarity of thought. This tattoo allows the bearer to gain the effects of the spell owl's wisdom as if cast at the caster level of the tattoo. This tattoo may be activated once per day.
  Side Effects: Participation in intense activity such as combat can disrupt calm thoughts, so the bearer of this tattoo must roll their Charisma check each round of such activity to keep it invoked. The wearer is stunned for one full round after the tattoo fails.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, owl's wisdom; Market Price: 1,200 shillings.

Wraith Hand
  Tattoo Ranks: 2
  Powers: The bearer's unarmed strikes and and weapons she wields gain the ghost touch ability while this tattoo is activated allowing bearer to strike incorporeal creatures without penalty. This ability lasts one minute per caster level of the tattoo and may be used twice per day.
  Side Effects: None.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, spiritual weapon; Market Price: 4,320 shillings.

Wünd’s Forge
  Tattoo Ranks: 4
  Powers: This mighty tattoo gives the user the benefits of a stoneskin spell when activated. The stoneskin is cast at the caster level of the tattoo, so it normally will last 70 minutes and prevent 70 points of damage before dissipating.
  Side Effects: Gaining the fortitude forged by Wünd has its price. When the tattoo's magic dissipates, the wearer suffers 3 points of temporary Constitution damage. The tattoo may not be reactivated until the character's Constitution has fully recovered.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, stoneskin; Market Price: 6,300 shillings.

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