Magic Tattoos

Magic Tattoos

Several cultures in the Scarred lands practice enchantment of tattoos, scarification, or branding. These rites instill magic into the flesh of the individual, available at will. Magic tattoos do not interfere with the use of worn magic items, as they directly feed off the wielders personal thaumaturgic field, or aura. However, there is a limit to the number of inscriptions that a body can carry, as well as some significant side effects to their use…

Getting Ink: Any spell caster with the appropriate training in this art can create magic tattoos. As much of the process feeds off the life force of the receiver (an intensely painful process, requiring a Con. Save of 10+ the level of the spell tattooed, a failed save means the process is interrupted), a tattoo takes approximately 8 hours per spell level of the finished tattoo. Cost is typical for similar items, though usually a bit less.

What Does It Do? A tattoo allows the receiver to use the spell it was based from as if casting it normally. All spells cast from tattoo magic are considered cast through an “Arcane Focus” requiring no other components. The spell is cast at the lowest level possible. After the spell effect ends, make a Con. Save (DC: 10 + Tattoo rank), if you fail, you suffer 1 level of Exhaustion. A Spell Tattoo may only be activated once per Long Rest. Where applicable, the Saving Throw for Tattoo magic is your Spellcasting DC or (8 + Proficiency Bonus + Con. Modifer), whichever is higher.

How Many Can I Have? A magic tattoo has a “Rank” equal to the level of the source spell. A character may have a number of Tattoo Ranks equal to their Constitution Modifier x2. Further, you cannot have a tattoo incorporating a spell with a level higher than your Con. Modifier.

Who Does Them? The Heliann Sisterhood of Frozen Albadia is most infamous for magical tattoos, though Wood Elves, Dark Elves, the Druids of Khirdet, Jungle Gnomes of Termana & the Red Witch Slitheren are also known practitioners.