Craft Magic Tattoo Variant (3.5e Feat)

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Craft Magic Tattoo [Item Creation]

You can create magical tattoos that duplicate the effects of a single spell.
Prerequisite: Caster level 9th, Craft (Artist) 5 ranks
Benefit: You can apply your magic and artistry together to create a magic tattoo. A creature can have a maximum number of magic tattoos equal to their Constitution modifier. If you attempt to add a magic tattoo to a creature beyond this maximum, roll on the table below to determine what happens upon completion of the tattoo.

Tattoos can be in one of three varieties: Single-use, once-per-day, and continuous.

Single-use tattoos emulate a single spell as if it were a spell-like ability. When the spell is used the magic fades leaving behind a nonmagical tattoo. The base price for a single-use tattoo is spell level × caster level × 50 gp. To craft a single-use magic tattoo you must have 5 ranks in Craft (Artist). It takes one hour per 100gp of its base price you must spend 1/25th of its base price in XP and use up raw materials costing one-half of the base price.

Once-per day-tattoos emulate a single spell as if it were a spell-like ability. The base price for a once-per-day tattoo is spell level × caster level × 400 gp. To craft a once-per-day tattoo you must have 8 ranks in Craft (Artist). It takes one day for each 1,000gp of its base price and you and the recipient must each spend 1/25th of its base price in XP. You must also use up raw materials costing one-half of the base price.

A continuous tattoo causes a single permanent effect, much like wearing Bracers of Armor or a Ring of Regeneration. The base price for a continuous tattoo is spell level × caster level × 1000gp. To craft a continuous tattoo you must have 10 ranks in Craft (Artist). It takes one day for each 1,000gp of its base price and you and the recipient must each spend 1/25th of its base price in XP. You must also use up raw materials costing one-half of the base price. The basic requirement for a spell to be imbued as a continuous use tattoo is that it have an effective duration of 1 minute or longer. Other spells would require case by case adjudication from the individual DM.
D20 Roll Effect
1–5 The attempt fails and the recipient is left with a nonmagical tattoo.
6–9 The ink burns, dealing 2d8 points of acid damage to the recipient. It leaves a scar in the shape of the tattoo.
10–13 A fireball is created of caster level equal to yours, centered on the recipient of the tattoo.
14–16 The tattoo inflicts unbearable agony on the recipient causing 1d4 Con and 1d4 Wis damage. The tattoo is nonmagical.
17–19 The tattoo becomes a single-use tattoo. If it was already single-use the attempt fails, leaving a nonmagical tattoo
20 The magic takes effect but operates at the least effective level



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