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Tattoo WhispersRitual 3


RareDivinationAuditoryLinguisticMental
Source Pathfinder #169: Kindled Magic
Cast 1 hour
Cost tattoo inks and silver tattooing needles worth 20 gp for each secondary caster
Secondary Casters 2, up to a maximum of 6
Primary Check Crafting (expert)
Secondary Checks Arcana, Occultism
Range touch
Target the secondary casters

You carefully tattoo the same design upon each secondary caster. The tattoo can be of any shape or symbol, but it must include a mouth. The tattoo fades naturally over the course of 1 month.


Critical Success The tattoos on the secondary casters are all magically linked for 1 week, providing a semi-telepathic bond. Each secondary caster can communicate secretly with any other secondary casters at any time by mouthing words but making no sound. The person receiving a message must be within 120 feet of the sender, must be within the sender's line of sight, and must have their tattoo uncovered. The mouth of the tattoo moves to match the words, which the tattoo whispers, but only the tattoo's bearer can hear it.

Success As critical success, but the effect lasts for 1 day.

Failure The ritual has no effect.

Critical Failure The ritual has no effect and creates a backlash of persistent mental static. All casters are Stupefied 1 for 1 day.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Linguistic

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.