Magic Tattoos
Magic tattoos can be used at will as a swift action to unleash the stored spell.
Once a tattoo is created, the next spell cast on the wearer that is the same CL as their tattoo is absorbed into the tattoo and does not affect the wearer.
Once applied, tattoos can take on any color or pattern the artist desires. However, it cannot be changed once the application is finished.
Tattoos can have up to 3 charges based on the ability of the artist.
You do not need to affect the tattoo at all to use it and the tattoo disappears once all charges are used.
You are considered proficient with the tattoos and use your highest magic skill, highest ranged weapon skill, or your Intellect modifier when rolling to cast.
If a character is applying a tattoo, they must use the correct ink and the correct amount of ink as shown on the table below. After the listed amount of time, they must make an SR 3 roll using their Crafting or highest magic skill.
This SR is increased equal to the CL of the tattoo being applied.
On failure, the tattoo is 1 CL lower, minimum CL 1.
On success, a blank magic tattoo is applied and the next spell cast on the wearer that is the same CL as their tattoo is absorbed into the tattoo and does not affect the wearer.
On critical success, the tattoo can be 1 CL higher (up to CL 9) or have 1 additional use (up to 3 total uses, does not apply to CL 10 tattoos.).
Perks allow the character to increase the number of uses of tattoos and to make them permanent.
A character can only have a limited number of tattoos of each CL, as shown in the ‘limit’ column of the table below.
Adding an additional use of a tattoo increases the cost by 50%, or 100% for two additional uses.
Permanent tattoos do not disappear once all uses are consumed and require one hour per CL of the tattoo to regenerate a single use.
Making a CL 1 - 3 tattoo permanent doubles the cost.
Making a CL 4 - 6 tattoo permanent triples the cost.
Making a CL 7 - 9 tattoo permanent quadruples the cost.
CL 10 tattoos cannot be made permanent.