Difference between revisions of "Craft Magic Tattoo (D&D feat)"

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'''Benefit''': You can create any [[Tattoo Magic (D&D equipment)|Magic Tattoo]] whose prerequisites you meet. Crafting a magic tattoo takes one day for each 1,000 gp in the price of its magical features. To craft a magic tattoo you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price. Unlike other item creation feats, a magic tattoo must be crafted at the same time as it is enchanted, but not necessarily by the same person.
 
'''Benefit''': You can create any [[Tattoo Magic (D&D equipment)|Magic Tattoo]] whose prerequisites you meet. Crafting a magic tattoo takes one day for each 1,000 gp in the price of its magical features. To craft a magic tattoo you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price. Unlike other item creation feats, a magic tattoo must be crafted at the same time as it is enchanted, but not necessarily by the same person.
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'''Notes''': A problem with this spell exists mainly if the DM starts to use it extensively; as tattoo magic cannot be looted, this allows NPCs to carry use equipment the players can never acquire, which removes one of the checks and balances of the game.
 
[[Category:D&D]]
 
[[Category:D&D]]

Latest revision as of 14:14, 12 March 2007

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Unofficial rules compendium

Craft magic tattoos that resemble rings and some wondrous items in effect.

Prerequisites: Caster level 3, Craft (Tattooing) 4 ranks

Benefit: You can create any Magic Tattoo whose prerequisites you meet. Crafting a magic tattoo takes one day for each 1,000 gp in the price of its magical features. To craft a magic tattoo you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price. Unlike other item creation feats, a magic tattoo must be crafted at the same time as it is enchanted, but not necessarily by the same person.

Notes: A problem with this spell exists mainly if the DM starts to use it extensively; as tattoo magic cannot be looted, this allows NPCs to carry use equipment the players can never acquire, which removes one of the checks and balances of the game.