Difference between revisions of "Item: Brahmah's Tattoos"

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(1) Domain spells may not be placed into Brahmah's Tattoos.
 
(1) Domain spells may not be placed into Brahmah's Tattoos.
(2) If a divine spell is available to clerics and other classes (such as Resist Energy), the cleric spell level is used in making a tattoo. If a spell is available to druids and other classes but not to clerics (such as Snare), then the druid spell level is used. Bard, sorcerer and wizard spells are arcane and therefore may not be considered for tattoos.
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(2) If a divine spell is available to clerics and other classes (such as Resist Energy), the cleric spell level is used in making a tattoo. If a spell is available to druids and other classes but not to clerics (such as Snare), then the druid spell level is used. Bard, sorcerer and wizard spells are arcane and therefore may not be considered for tattoos.  
  
 
'''EXAMPLES:'''
 
'''EXAMPLES:'''

Revision as of 15:39, 18 March 2009

These tattoos are essentially command-word-activated magic items. When invoked, a magic tattoo creates a spell effect as if the user had cast a spell. There are four kinds of tattoos possible:

A) Allows invocation of a 0-level spell four times per day (cast at 1st level) -- market price: 1,440 gp.

B) Allows invocation of a 1st-level spell three times per day (cast at 1st level) -- market price: 2,160 gp.

C) Allows invocation of a 2nd-level spell twice per per day (cast at 3rd level) -- market price: 8,640 gp.

D) Allows invocation of one 3rd-level spell per day (cast at 5th level) -- market price: 10,800 gp.

An individual creature can have only one tattoo of each kind. The tattoos are formed in the shape of a relevant High Woldian glyph. The spells cannot require a material component costing more than 1 gp, nor any spell with an XP component required. The cost to make a tattoo is one half the market price in gold, one fortieth the market price in XP, and one day per 1,000 gp of market price. Only divine spells can be drawn into a tattoo.

Tattoos are permanent magic items that can be removed by intentional disfigurement or excision, or by a Wish, Miracle, or possibly a Mages/Mordenkienen's Disjunction. A tattoo is revealed as magical by normal means, such as through a Detect Magic spell or other means of deciphering magical text.

A tattoo requires activation and takes a standard action to activate.

Notes:

(1) Domain spells may not be placed into Brahmah's Tattoos. (2) If a divine spell is available to clerics and other classes (such as Resist Energy), the cleric spell level is used in making a tattoo. If a spell is available to druids and other classes but not to clerics (such as Snare), then the druid spell level is used. Bard, sorcerer and wizard spells are arcane and therefore may not be considered for tattoos.

EXAMPLES:

Example one: A PC in the Sword of Redemption game might have a tattoo that allows him to Water Walk. Since this is a third level spell, it can be activated once per day for up to five people with a duration of 50 minutes. Cost: 10,800 gp.

Example two: A Grim of Gargul decides that he wishes to know when a soul makes its departure, so he has a tattoo drawn on the back of his hand that allows him to cast Deathwatch three times per day. Cost: 2,160 gp.


Developed by Brahmah (Jay Barber), Approved by Jerry on 12.04.03

Tattoo creation generates commission for Brahmah.

Edit made by Jay Barber, March 18, 2009. "Bard, sorcerer and wizard spells are arcane and therefore may not be considered for tattoos." was added.