Help need with Spell Tattoos


Advice


I have a player who has taken the Inscribe Magical Tattoo feat. Now I get that this allows for extra buff that can on a player and I am fine with that for my crazy overpowered game. What I am wanting to know is what are the ways that I can either negate them in combat.

How does the spell dispel magic work with this? I am not wanting to break her tattoos constantly. It sucks as a player if you lose all of your stuff. I was in a group that got hit with Mage's Disjunction and the hostility at the table was impressive.

But sometimes things happen and you might lose an item or two, temporarily or permanently. So I am wanting to know how to do so. Is erase, which not a spell every mage is going to know, the only way to permanently remove one tattoo? And is dispel magic the only way to suppress the tattoo?

Silver Crusade Contributor

First of all, they're not necessarily OP. See this bit?

Inscribe Magical Tattoo wrote:
New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.

That translates to "double the price". Something custom item creators can already do (earlier) with the far more versatile Craft Wondrous Item. So I wouldn't worry about that too much.

Secondly, I don't recommend specifically targeting the tattoos without very good reason. I assume a few dozen other people will be along shortly to tell you this, in much less friendly terms.

Honestly? I'd just roll with it. Your game will be fine. ^_^


Yeah the doubled price thing had me questioning her but she wanted the feat. And I do not have the desire to erase them. That is no fun.

But the occasional fight suppressing them and other gear solids like fun. I do not want to take way from my players but I want them to struggle at times.

Like I mentioned the erase spell is not a common one. So that is not likely to happen. I am just curious what some of my options are.

Also so I can plan for the baddies that have it as well. If the player can do it the the baddies can.


magic tattoos are a bad idea, because there is a spell that wipes them away, with no save. It only 3rd level spell too, there is also transfer tattoo 1st spell but there is a save.


Problem with magical tattoo's for players is they are almost entirely dependent on you as the GM to make or ok what they can use. There is only a handful of pre-made tattoo's, everything else either needs to be made or given the ok by the GM.

I would advise the player that it is very much a good late game option because until then they would be better off filling up there proper slots with standard magical items. They will get more for less.

Magical tattoo's are very much late game when you want to mid-max on what is essentially the new slots they provide.


The rules for tattoos as per the feat:

Benefit: You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (non-magical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.

Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner.

Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.

erase is indeed a nasty thing for tattoo items, but the bearer of the tattooed magic item does get a save. And how many casters are just going to happen to have this spell in their book or list, and prepared if that is part of their casting class, it is a very limited use spell to be honest.

Also worth mentioning, unless the player/PC makes it very obvious (or has very obvious magic tattoos, such as the swirling smoke pregen tattoo), the tattoo's other than being elaborate and/or arcane looking, do not shout I am actually a magic item. detect magic and similar will reveal them as such, but it is the same for all magic items. Non-magical tattoos can be just as elaborate, hell clever players SHOULD get non-magical ink for their magic ink to hide in, at least, I would. Bonus points for putting a false magic aura on mundane tattoos.

Another thing, bonus types don't generally stack (with certain exceptions). I will agree that being able to also have another actual magic item in the same slot is pretty powerful, but GM management of available wealth can limit the two items for most slots sort of issues that can arise.


We've had Magical Tattoos of all types in the game for decades and developed a 'campaign lore' to deal with them. A few of the points I remember off hand are:

1-Regeneration will degrade them over time as the 'wound' heals, other 'healing' does not. A Changeling from Eberron sheds a Tattoo in a few days time.

2-Tattoos made with metals are less affected by regeneration. My Wizard is an Eberron Changeling and all my Tattoos are embedded gold. They are nigh permanent. Insufficient metal for most magic to affect.

3-Rezed bodies do not bring most Tattoos with them (exception: Soul Tattoos! Evil)! Except for the Divine Tattoos of Paladins and Clerics, as they are part of the soul and manifest upon rez. Mine would be lost.

4-Not Craft-able with CWI, must be made by Craft Magical Tattoo, Imbue Tattoo or such (differing times, GMs, editions, etc,). Mine also require a Goldsmith.

5-An inactive Magic Tattoo can only be recognized under certain conditions or by certain skills. Mine would be danged suspicious due to being made of gold. My Wizard has now acquired the Tattoos of a Lesser Initiate (I cast level 3 spells) that tingle when I fail a save, allowing a second check to ID a spell...rah. I also have the Tattoos of a Initiate (level 5 spells) that tingle when I am targeted by a spell I currently have available for +5 Initiative, +5 ID spell and a possible +5 to save. Had that one for a while with only one successful use. There are other features I haven't added, but all take up slots (Body on the first one, Face/Head and Body for the second), but they are campaign specific and all serve as ID with the Guild.

6-Almost all Magical Tattoos must be 'bared' to have any effect, but may be concealed among other Tattoos, magical or not. My Lesser Initiate Tattoos were bared, but are integral to my Initiate Tattoos and I can wear 'Body" now. If I get the 'elfy' +2 vs mental magics, I'll have to shave my head to keep the +2 active and it will be clearly visible to foes. I can go glove-less and get the Claw Tattoo, barefoot for the Gazelle Tattoo (expeditious retreat) or nigh naked for the 'iron body' (+1 AC UNTYPED bonus, all slots repeatable up to lower of Con or Int) that also lowers my Dex.

7-Some Magic Tattoos are for control of the wearer (see my Tattoos above), ensuring loyalty and obedience. Geas requires ranks in Tattoo, as do other spells. Others create bonds with animal companions, etc. or exploit such bonds. Examples that have come up include ID, location, distance and saves.

8-A popular Magic Tattoo in an associated game is a Shield that appears once per day. I would have gone with a dagger or sword.


The sentient living tattoos from Ravenloft were awesome, one could revamp those for unique and useful magic tattoos. Original stats in the Ravenloft AD&D Monstrous Compendium Suppliment.

hey lookie, a link, entry is living tattoo

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