Create Magic Tattoo
Create Magic Tattoo is a D&D 3.5 spell (Conjuration (Creation)) from Sc. On class lists for Sorcerer (Level 2), Wizard (Level 2), Abjurer Variant (Level 2), and others. Range or area: Touch; Saving throw: None; Duration: 1 day; Casting time: 10 minutes.
- School
- Conjuration (Creation)
- Casting Time
- 10 minutes
- Components
- V, S, M, F
- Range
- Touch
- Target
- One creature
- Duration
- 1 day
- Saving Throw
- None
- Spell Resistance
- Yes (harmless)
You finish the last detail and lean back to look at your work. The tattoo looks good. It should prove useful.
This spell creates a single magic tattoo. You determine the exact type of tattoo, though the selection is limited by your caster level, as indicated below. You must possess a modicum of artistic talent to sketch the desired tattoo – at least 1 rank on Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill. Inscribing a magic tattoo requires a successful Craft check. The DC varies with the kind of tattoo, as noted below.
If you are a 3rd- to 6th-level caster, you can inscribe a tattoo that generates any one of the following effects (Craft DC 10).
*+2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will).*+1 luck bonus on attack rolls.*+1 deflection bonus to AC.
At 7th to 12th caster level, you can add the following tattoos to the list that you can inscribe (Craft DC 15).
*+2 resistance bonus on saving throws.*+2 competence bonus on attack rolls.
When your caster level reaches 13th, you can add the following to the list of tattoos you can inscribe (Craft DC 20).
*Spell resistance equal to 10 + 1 per three caster levels.*+2 enhancement bonus to any one ability score*+1 spellcaster level. This effect increases the subject’s effective level, but not the total number of spells. For example, an 11th level caster who receives this tattoo functions as a 12th-level caster for the purpose of determining level-based spell variables (such as range, area, effect, and so on), but he does not receive any extra spells.
A single creature can have only three magic tattoos at a time. Any attempt to apply more than that automatically fails.
A successful erase spell removes a single magic tattoo. A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them.
Material Components: Tattoo inks in appropriate colors costing at least 100 gp.
Focus: Tattoo needles.