Item: Arctic Vigor (Greater)
This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold. While exposed to incredible cold, you only take minor cold damage every hour, instead of moderate cold damage every minute. You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain).
Activate 2 command
Frequency once per day
Effect You call forth a blast of polar wind in your choice of a 10-foot burst, 15-foot burst, or 20-foot burst within a range of 60 feet that deals 12d6 cold damage. All creatures in the area must attempt a DC 27 Basic Fortitude save.
Trait Effects
Cold: Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Tattoo: A magical tattoo has the tattoo trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the invested trait to indicate this limitation—a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture. Just like a physical magic item, a magical tattoo can be counteracted by spells like _dispel magic_ or _disjunction_. If destroyed, the tattoo fades from the skin. If a creature gets a new magical tattoo when their limit on invested items has already been reduced to zero, the new tattoo's magic fails to take hold, and it becomes a non-magical tattoo instead. However, a tattooist can alter an existing tattoo when they Craft a tattoo, modifying the old one into a different magical tattoo and removing the old effect. Magical tattoos can usually be upgraded into their greater versions by having a tattooist add to or modify the existing tattoo.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Arctic Vigor | 10 | Uncommon |
| Bewitching Bloom (Amaranth) | 15 | Common |
| Volcanic Vigor (Greater) | 15 | Uncommon |
| Soaring Wings (Greater) | 14 | Common |
| Aurochs' Might Tattoo (Moderate) | 13 | Uncommon |
| Eye Slash (True) | 17 | Common |
| Tradecraft Tattoo (Greater) | 17 | Common |
| Wyrm on the Wing (Greater) | 13 | Common |
| Wyrm on the Wing (Major) | 17 | Common |
| Wyrm's Wingspan (Greater) | 13 | Common |
| Wyrm's Wingspan (Major) | 17 | Common |
| Aurochs' Might Tattoo (Greater) | 18 | Uncommon |
| Words of Wisdom (Greater) | 18 | Uncommon |
| Bewitching Bloom (Purple Iris) | 11 | Common |
| Flowing Water (Greater) | 11 | Uncommon |
| Soaring Wings (Major) | 19 | Common |
| Thoughtwhip Claw | 11 | Rare |
| Words of Wisdom (Moderate) | 11 | Uncommon |
| Cleft Head Marking (Greater) | 10 | Rare |
| Open Mind | 10 | Uncommon |