Tattoo Magic (D&D equipment)
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Magic tattoos approximate the effects of magic rings and certain wondrous magic devices. The following rules apply to all magic tattoos:
- Magic tattoos always take body slots, and each body slot can only hold one magic tattoo. Unlike wondrous items, there is no way to craft a magic tattoo so that it takes up no space on the body. If the DM allows combination magic items, several effects can be combined in one magic tattoo, usually at an increased cost.
- In order to give any benefit, the magic tattoo must not be covered. Wearing another magic item in the indicated item slot voids the effect of the magic tattoo.
- A set of Armor or a robe covers any tattoos on the back, chest, midriff, vitals, and legs. Artful custom design on masterwork armor can let you leave two of these areas uncovered.
- A glove or gauntlet can have a bare palm, enabling palm tattoos to function.
- A magic tattoo with charges or limited uses disappears when the final charge is expended.
- Magic tattoos can be temporarily disabled by cutting or scarring. This does not happen as a normal side effect in combat; it must be made as a deliberate action. Specifically attacking a tattoo gives a -4 attack penalty and halves any damage inflicted, but any damage disables the tattoo. Such scarring lasts until the wearer is next completely healed.
- Magic tattoos can be permanently removed by cutting of the body part or flaying the skin, a slow and very painful process that irrecoverably destroys the tattoo. A severed body part that is regenerated from scratch loses any magic tattoos it once held.
- Tattoos are tied tot he life-force of the wearer. If the wearer dies, all tattoos on the body are rendered inert. If the body is intact and resurrected, remaining tattoos once again function.
- Under these limitations, magic tattoos can duplicate the functions of wondrous items and rings that use the following body slots. The cost and prerequisites remain the same, except that magic tattoos always uses the
Craft Magic Tattoofeat.
Body Slot | Tattoo Location | Normal Gear | Affinity |
Head | Scalp, Brow | Headband, helmet | Mental improvement, ranged attacks |
Phylactery | Morale, alignment | ||
Hat | Interaction | ||
Eyes | Face | Lenses, goggles | Vision |
Neck | Neck, Breast | Amulet, brooch, medallion, necklace, periapt, scarab | Protection, discernment |
Back | Back | Cloak, cape, mantle | Transformation, protection |
Chest | Chest | Vest, vestment | Class ability improvement |
Shirt | Physical improvement | ||
Torso | Midriff | Robe | Multiple effects |
Vitals | Vitals, Legs | Belt, Girdle | Physical improvement |
Arms | Arm | Bracers | Combat |
Bracelets | Allies | ||
Hands | Wrists, hand | Gloves | Quickness |
Gauntlets | Destructive power | ||
Fingers | Palm, Fingers | Rings | Protection, spell effects |
Feet | Feet, Ankles | Boots | Movement |
Special Magical Tattoos
These enchantments are specific to magic tattoos.
Tattoo of Fidelity
Placed on the arm or neck, this tattoo spells out the name of a specific individual. Once per day, the wearer can use sending to communicate with the named individual only. Prerequisites: CL 7, sending, Craft Magic Tattoo. 5,700 gp.
Tattoo Monster
Placed on an arm or leg, these monsters can detach and fight on behalf of the user, functioning as summon nature's ally, summon monster, or summon undead spells, calling the specific creature depicted. Available both as one-use and reusable enchantments. Prerequisites: Summon (monster, nature's ally, or undead), Craft Magic Tattoo.
- Summon I, CL 1. One-use 50 gp. One use/day 400 gp.
- Summon II, CL 3, One-use 300 gp. One use/day 2400 gp.
- Summon III, CL 5. One-use 750 gp. One use/day 6,000 gp.
- Summon IV, CL 7. One-use 1,400 gp. One use/day 11,200 gp.
- Summon V, CL 9. One-use 2,250 gp. One use/day 18,000 gp.
- Summon VI, CL 11. One-use 3,300 gp. One use/day 26,400 gp.
- Summon VII, CL 13. One-use 5,200 gp. One use/day 41,600 gp.
- Summon VIII, CL 15. One-use 6,000 gp. One use/day 48,000 gp.
- Summon IX, CL 17. One-use 7,650 gp. One use/day 61,200 gp.
Tattoo of Recall
Often depicting an anchor, the tattoo of recall can be placed on the chest or arm. When activated, it functions as a word of recall spell, transferring the wearer and up to three medium-size creatures to a secure area designated when the tattoo is drawn. Usable once per month. Prerequisites: CL 11, word of recall, Craft Magic Tattoo. 9,900 gp.