Parent Pages: Rules : Spells : Spells By College / Spells By Name / Spells By Rarity / Spell Sandbox
| Colleges | Charm, Protection |
|---|---|
| Components | Verbal, Hand |
| Casting Time | 1 second |
| Duration | Permanent |
| Requirements | Unusual Background (Enchanter) |
The tattoo version of this spell requires the target to pay points for the new Advantage (change the value of the single spell Limitation to -80%), or the GM is free to arrange for the tattoo to be permanently ruined.
Please use the tables from the Enchant spell to determine the cost of this enchantment.
Affliction [42]
Advantage [+16%]
Magic Resistance 1 [1.6]
Cosmic (Defense) [+50%]
Only vs. a Single Spell Chosen at Casting Time [-40%]
Must Be Wielded or Worn (Anyone can use) [-30%]
Extended Duration (Permanent) [+300%]
Malediction (As Regular Spell) [+100%]
Based on Activation Roll [+5%]
Melee Attack (Reach C, No Parry) [-35%]
Only Works on Inanimate Objects [-40%]
Magical [-10%]
Requirements [-5%]
Unusual Background (Enchanter) [5]
Spell Components [-20%]
Must say "resist" in Latin
Must gesture with hands
Levels 2-5 [43/45/46/48]
Increase Magic Resistance [+16%]
Tattoo Levels 1-5 [42/43/45/46/48]
Use these point values in place of the usual values
Remove Must Be Wielded or Worn from Magic Resistance [+6%/level]
Remove Only Works on Inanimate Objects [+40%]
Add Preparation Required (10 minutes) [-30%]
Living Targets: Tattooing the target with magical symbols
This can be done with the Wizard Mark spell
or regular tattoo art (takes longer)
Unliving Targets: Permanently marking the surface
Add Preparation Requires Skill Roll [-5%]
Artist specialty appropriate to surface
Add Breakable (DR 0, SM -4) to Magic Resistance [-7%]
Any damage to the tattoo prevents it from working
Until the wound is healed
Scarring can prevent it from working, even after it's healed
Depending on the severity of the wound