Item: Volcanic Vigor
This tattoo takes the shape of a muscular orc, with molten flesh and hollow eye sockets that seep smoke. You don't take damage from extreme heat or severe heat.
Activate 2 command
Frequency once per day
Effect You stomp on the ground, causing a 5-foot radius, 30- foot tall cylinder of lava to erupt from the ground within a range of 30 feet. The cylinder deals 7d6 fire damage. All creatures in the area must attempt a DC 27 Basic Reflex save.
Trait Effects
Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
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 |
|---|---|---|
| Volcanic Vigor (Greater) | 15 | Uncommon |
| Arctic Vigor | 10 | Uncommon |
| Cleft Head Marking (Greater) | 10 | Rare |
| Fire-Jump Ring | 10 | Uncommon |
| Open Mind | 10 | Uncommon |
| Star Chart Tattoo | 10 | Rare |
| Sun Sight | 10 | Common |
| Tooth and Claw Tattoo (Major) | 10 | Common |
| Ash Gown (Greater) | 11 | Common |
| Bewitching Bloom (Lotus) | 9 | Common |
| Bewitching Bloom (Purple Iris) | 11 | Common |
| Bound Guardian | 9 | Uncommon |
| Enveloping Light (Greater) | 9 | Uncommon |
| Eye Slash (Major) | 9 | Common |
| Fauna Guardian | 9 | Uncommon |
| Flowing Water (Greater) | 11 | Uncommon |
| Furnace of Endings (Greater) | 9 | Uncommon |
| Nemesis Name | 9 | Common |
| Soaring Wings | 9 | Common |
| Sparkshade Parasol | 11 | Common |