Item: Faith Tattoo (True)
Prerequisites worshipper of a deity
You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit.
When you get the tattoo and aren't sanctified, you can choose to sanctify yourself to your deity.
If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an Atone ritual and meet the prerequisites thereafter.
Activate Cast a Spell
Frequency once per day
Effect The tattoo casts a 7th-rank Harm, Heal, or the 7th-rank spell from your deity's cleric spells. You can choose harm or heal only in accord with the deity's divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 35.
Trait Effects
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
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).
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 | Price |
|---|---|---|---|
| Faith Tattoo (Major) | 12 | Common | 1700 gp |
| Faith Tattoo (Greater) | 8 | Common | 425 gp |
| Faith Tattoo | 4 | Common | 80 gp |
| Three-Pillared Yang Na | 4 | Rare | 80 gp |
| Curious Teardrop | 16 | Rare | - |
| Arctic Vigor (Greater) | 15 | Uncommon | 6000 gp |
| Bewitching Bloom (Amaranth) | 15 | Common | 5500 gp |
| Brooch of Inspiration (Major) | 17 | Uncommon | 12500 gp |
| Eye Slash (True) | 17 | Common | 15000 gp |
| Phylactery of Faithfulness (Greater) | 17 | Common | 13000 gp |
| Runic Skullcap | 15 | Rare | 6000 gp |
| Shining Symbol (Major) | 17 | Common | 13500 gp |
| Tradecraft Tattoo (Greater) | 17 | Common | 13000 gp |
| Volcanic Vigor (Greater) | 15 | Uncommon | 6000 gp |
| Wildwood Ink (Major) | 17 | Common | 15000 gp |
| Wyrm's Wingspan (Major) | 17 | Common | 13500 gp |
| Aurochs' Might Tattoo (Greater) | 18 | Uncommon | 20000 gp |
| Helm Of Zeal (Greater) | 18 | Common | 21000 gp |
| Soaring Wings (Greater) | 14 | Common | 3800 gp |
| Symbol of Conflict (Major) | 18 | Uncommon | 19000 gp |