The Magic of Letting Go: Releasing What No Longer Serves You

By admin

Have you ever felt like you have a special power within you? Like a magic that sets you apart from everyone else? It's a feeling that comes from deep within, a spark that ignites your soul and propels you to do extraordinary things. We all have that magic within us, waiting to be unleashed. It may manifest itself in different ways - through creativity, intelligence, passion, or kindness. It can be seen in the way we tackle challenges, overcome obstacles, and touch the lives of others. But sometimes, we forget about our own magic. We get caught up in the mundane and the routine, and we lose sight of the incredible power that resides within us.


Spell Tattoos (Inner Sea Magic) are what you describe in the OP. They are indeed 'wearable scrolls' but they cost FOUR times as much as a scroll does. Advantages: easy to access, silent, still, hard to remove.
You can generally have one per item slot.

While the Voodoo Doll tattoos may draw inspiration from Voodoo practices, getting the Tattoo does not automatically imply that you practice or adhere to its beliefs. Daughtry explained that voodoo is a polytheistic religion, and for that reason, is often feared by those who practice traditional Christianity because it is so different from religions that only worship one god.

Magical doll tattoo

We get caught up in the mundane and the routine, and we lose sight of the incredible power that resides within us. We doubt ourselves, second-guess our abilities, and settle for mediocrity. To truly tap into our magic, we must first believe in it.

Inscribe Magical Tattoo questions

Can someone explain this item creation feat to me. Are the tattoos basically single use scrolls worn on the body? I have read people saying that it doubles the amount of magical items you can have? Are these tattoos permanent? If a character got a tattoo of bull's strength would he have a permanent +4 to strength?

The Rules wrote:

Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots.

Scrolls are not sloted items. The tattoos are basicly slot-less sloted items AND they are permanent unless otherwise noted.

Ex. You can tattoo a ring of protection on your finger and still wear another ring on that same finger.

Belts, headbands etc.etc.

Remember they are considered slotless items for the purposes of cost.

Zomg happy happy days. Thanks. :-)

James Risner Owner - D20 Hobbies Mar 29, 2014, 05:22 am
Rub-Eta wrote:

Ex. You can tattoo a ring of protection on your finger and still wear another ring on that same finger.

Quote:

Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo

Quote:

Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.

James Risner wrote: Rub-Eta wrote:

Ex. You can tattoo a ring of protection on your finger and still wear another ring on that same finger.

The Rules wrote:

Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots.

This it what I see stated. I may be missunderstanding something though.

You cannot just tattoo something that's already a magic item. A Ring of Protection +2 is a ring that you put on your finger; you can't make a tattoo of that ring and have the same effect. Some magical tattoos have ongoing effects, but they do not generally replace/overlap with other magical items.

There are several specific types of magical tattoos that you can create with Inscribe Magical Tattoo and an appropriate Craft skill that will do interesting things.

Spell Tattoos (Inner Sea Magic) are what you describe in the OP. They are indeed 'wearable scrolls' but they cost FOUR times as much as a scroll does. Advantages: easy to access, silent, still, hard to remove.
You can generally have one per item slot.

Other magical tattoos are Wondrous Items:
Reservoir Tattoo
Caster's Tattoo
Runeward Tattoo
Kin's Face Tattoo
Animal Totem Tattoo

Holy Symbol Tattoo is a little different (non-magical), but still good. Doesn't look like you need the feat for that one, but I'm sure someone in your party would appreciate it.

I need to bring disappointing news to one of my players. He was the one who told me that tattoos are basically slotless items, stating that you could get twice as many bonuses with it. (Like having two Headband of vast intelligence, one tattoo and one actual headband).

I did think it was a bit ridiculous.

Even if a PC could make a magical tattoo that produced an effect that was equal to a Headband of Vast Intelligence and used both at the same time, they would only benefit from it once. With very few exceptions, bonuses of the same type (such as Enhancement bonuses) do not stack.

Tomos wrote:

You cannot just tattoo something that's already a magic item. A Ring of Protection +2 is a ring that you put on your finger; you can't make a tattoo of that ring and have the same effect. Some magical tattoos have ongoing effects, but they do not generally replace/overlap with other magical items.

Inscribe Magical Tattoo wrote:

Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.

You can make a magical tattoo that does whatever you want, within the boundaries of the magic item creation rules, you just have to pay more for them since they're slotless.

Talon Stormwarden wrote:

You can make a magical tattoo that does whatever you want, within the boundaries of the magic item creation rules, you just have to pay more for them since they're slotless.

Hmm. seems that you are right, and I stand corrected.

But, I think that's a terrible idea in general and it looks like it could be game-breaking if left unsupervised.

It is true that you can craft new tattoos that do .
Those items are subject to the same caveats and rules that every other custom magic item is subject to. Creating new items or spells that duplicate the effects of existing items is discouraged for a variety of good reasons.

Still, this does not change the solution to the OP's and Rub-Eta's problem. The PCs could not craft a tattoo of a Headband of Vast Intelligence and then wear a regular Headband of Vast Intelligence on top of it and benefit from both. The bonus does not stack, and the Feat specifically forbids 'headband' slot tattoos.

Magic item crafting shenanigans are necessary for this.
Magic item crafting shenanigans are not recommended for this very reason.
The magic item creation rules do not allow for ability bonuses other than enhancement. The formulas and rules also say that they do not necessarily represent the actual worth/value of an item.

If the GMs bent the item creation rules and allowed a PC to craft a "+4 Strength belt tattoo" that provides a bonus, the price would be:
(bonus squared) x (gp value from chart) x (slotless multiplier)

(4x4)x(2500)x(2)= 80000gp OR (4x4)x(2000)x(2) = 64000gp, depending on which line you use for reference (AC or save bonus).

That doesn't seem to reflect the practical value of such an item, IMO, but it could be argued that it's close.

Technically you can do it with a Ring of Protection +2 tattoo that provides a luck bonus (or some other bonus) and wear it under a regular Ring of Protection +2
That would cost:
(2x2)x(2500)x(2) = 20000
I can think of other, cheaper ways to improve AC, but it seems to be a valid choice.

This still doesn't feel like it accurately represents the utility of stacking a bonus to the same stat/feature on the 'same' slot.

Looks like these GMs may need to homebrew this stuff.

Consider inking a voodoo symbol on your body. For some inspiration, look at these interesting voodoo tattoo designs with photos.
Got the magic in me

We must have faith in our own potential, and trust that we have what it takes to make a difference in the world. We must embrace our uniqueness and celebrate our strengths, knowing that they are what make us truly magical. The magic within us is not something that can be measured or quantified. It cannot be compared to others or limited by societal expectations. It is a force that defies logic and surpasses boundaries. It is a reminder that we are capable of incredible things, if only we choose to believe in ourselves. When we acknowledge and embrace our magic, amazing things start to happen. We become unstoppable, driven by a sense of purpose and fueled by our inner power. We radiate positivity, inspire others, and create a ripple effect that spreads far and wide. So, if you're feeling lost or unsure of yourself, remember that you have the magic in you. Embrace it, nurture it, and let it guide you on your journey. Your magic is what sets you apart, what makes you unique, and what has the power to change the world. You possess a magic that is entirely your own. Cherish it, believe in it, and let it shine. Because when you truly believe in your own magic, there's nothing you can't achieve..

Reviews for "Honoring Rituals: Infusing Everyday Life with Magical Meaning"

1. Mary - 2/5:
I was really disappointed with "Got the magic in me". The storyline was predictable and lacked originality. The characters were one-dimensional and didn't have any depth to them. The dialogue felt forced and unnatural, making it hard to connect with the emotions of the characters. Overall, I found the movie to be unengaging and forgettable.
2. John - 3/5:
"Got the magic in me" had a fun concept, but unfortunately, the execution fell flat. The special effects were cheesy and the acting was mediocre at best. The pacing of the movie was off, with certain scenes feeling rushed while others dragged on for too long. The humor also missed the mark for me, with most of the jokes falling flat. While there were a few enjoyable moments, overall, I wouldn't recommend this film.
3. Emily - 2/5:
I found "Got the magic in me" to be quite disappointing. The plot was cliché and lacked any twists or surprises. The romance between the two main characters felt forced and lacked chemistry. The musical numbers were also forgettable and didn't add much to the overall story. The film had potential, but it failed to deliver anything memorable or captivating. Overall, I wouldn't recommend wasting your time on this one.

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