Spell Tattoos in Aloran | World Anvil
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Spell Tattoos

Hands/Feet

 
  • Scribe - Common Tattoo - Requires 1000 gp worth of gem dust to complete

    This tattoo allows you to create a copy of a written work. By placing a blank scroll, book, or page near the work that you are copying, all the writing, illustrations, etc., in the original reproduces itself in the new document, in your handwriting. The new medium must be large enough to accommodate the original source. Magical properties of the original aren't reproduced, so you can't use scribe to make usable copies of spell scrolls or magic books.

 
  • Air Jaunt - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    You gain the ability to walk on air. You gain a flying speed equal to your walking speed until the end of your next turn, at which point the spell ends, and if you are still aloft, you fall unless you can stop the fall.

 
  • Fist of Stone - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    When you cast this spell, it transforms one of your fists into living stone for the duration. You have advantage on grapple checks, and ability checks to break objects using the stone fist. In addition, your unarmed strikes with the fist deal an amount of bludgeoning damage equal to 1d6 + your increased Strength modifier. For the duration of the spell, your transformed fist is considered a light weapon with which you are proficient, and the hand affected by this spell is considered to be holding it (though obviously it cannot be dropped or put away).

 
  • Animal Senses - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    You can borrow some of the senses of a beast you touch. During each of your turns, you can use a bonus action to see what the beast sees and hear what it hears until the start of your next turn, gaining the benefits of any special senses that beast may possess. During this time, you are deaf and blind with regard to your own senses. This spell can only affect beasts with an Intelligence score of 3 or less. You don’t gain any control over the beast or communication with it other than seeing and hearing through its senses. If you cast this spell on a beast that is tied to another intelligent creature by a class feature or spell (such as a wizard’s familiar or a ranger’s animal companion), then that intelligent creature can make a Wisdom saving throw when you cast this spell. On a successful save, the spell fails. Whether you succeed or fail, the intelligent creature tied to the beast gains no special awareness of this spell of its effects.

   
  1. Bitter Ink Chains - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    The spiked ring in your hand multiplies itself into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs. The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.

 
  • Lava Missile - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    You conjure handfuls of liquid-hot stone from the elemental planes and hurl them at foes with unerring accuracy. You create four lava missiles, each of which hits a target of your choice that you can see within range. A lava missile deals 1d4 fire damage and 1d4 bludgeoning damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The darts can also target objects that are not being worn or carried, and ignites them if they are flammable. If a lava missile strikes a firenewt or an earthbased or fire-based elemental creature (such as a gargoyle or salamander), it does not inflict damage on the creature. Instead, that creature is healed, regaining 1d4 hit points for each lava missile that hits. Only firenewts or creatures of the elemental type can benefit from this effect.

 
  • Condemning Claws - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    You transmute your hands into claws of demonic bone and swipe at your enemies. Make a melee spell attack against a creature within range. On a hit, the claws deal 2d6 slashing damage, plus 2d8 necrotic damage. Additionally, the next time that the target creature takes damage, it takes an additional 4d8 necrotic damage.

 
  • Ice Axe - Rare Tattoo - Requires 12000 gp worth of gem dust to complete

    When you cast this spell, a battleaxe of swirling ice appears in your hand. You are proficient with the axe, and you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using it. On a hit, a target takes 1d12 cold damage in addition to the axe’s magical slashing damage. You cannot be disarmed of the ice axe for the duration of the spell—if you are forced to drop it, it flies back to your hand immediately.

 
  • Rainbow Blast - Rare Tattoo - Requires 12000 gp worth of gem dust to complete

    A multihued ray of energy shoots from your hand at a target within range. Make a ranged spell attack. On hit, the ray deals 1d8 acid damage, 1d8 cold damage, 1d8 fire damage, 1d8 lightning damage, and 1d8 thunder damage to the target.

 
  • Blade of Wrath - Rare Tattoo - Requires 12000 gp worth of gem dust to complete

    You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade it disappears, but you can call it forth again as a bonus action. You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn. The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

 

Arms

 
  • Mark of the Draconic - Uncommon - Requires 4000 gp worth of gem dust to complete

    You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identiy, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn it’s cast unless you have the means to take a second action that turn.

 
  • Heat Drain - Legendary - - Requires 16000 gp worth of gem dust to complete

    You drain the heat from all living creatures within 20 feet of you. Each creature in the area takes 12d6 cold damage, or half as much on a successful Constitution saving throw. The influx of drained heat that you drain fromyour victims bolsters your own resilience. You gain a number of temporary hit points equal to 5 x the number of creatures that take damage from this spell.

 

Legs

 
  • Quickling Step - Common Tattoo - Requires 1000 gp worth of gem dust to complete

    You gain the speed of a magical creature. For the rest of the turn, your walking speed is increased by 10 feet, and you have advantage on Dexterity (Acrobatics) checks.

 
  • Wall Run - Common Tattoo - Requires 1000 gp worth of gem dust to complete

    For a brief moment, you treat the law of gravity as a suggestion rather than a rule. For the rest of the turn, you have a climb speed equal to your walking speed and advantage on Dexterity (Acrobatics) and Strength (Athletics) checks, and you can move up, down, and across vertical surfaces while leaving your hands free. This does not allow you to move upside down along ceilings. If you are on a vertical surface when you no longer have a climbing speed, you immediately fall unless you have some other means of remaining there.

 
  • Comet Rush - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    You imbue a creature that you touch with the speed and power of a flying asteroid. That creature moves up to 30 feet in a straight line, moving through any creature as if it were not there. Each creature caught in the line must succeed on a Strength saving throw or take 2d8 bludgeoning damage, plus 1d8 cold damage, taking half on a success. A creature that fails its saving throw also falls prone.

 
  • Stalagmite - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    With a stomp you conjure a piercing stalagmite below a creature that you can see within 30ft of you, the target must succeed on a Dexterity saving throw or take 3d8 piercing damage and be knocked prone. If the target is already prone when the spell hits and they fail the saving throw, they take an additional 3d8 piercing damage. The target takes half damage on a successful save and is not knocked prone. The stalagmite itself takes up a 5-foot cube. You cannot cast this spell if the target creature is not less than 5 feet above solid ground.

 
  • Mark of Haste - Rare Tattoo - Requires 12000 gp worth of gem dust to complete

    Once per short rest, you can caste the Haste spell on yourself only without the need for S/M components

 
  • Stonestep - Rare Tattoo - Requires 12000gp worth of gem dust to complete

    You take on the ability to move through earth, passing through any stone, sand, brick, silt or dirt as though it were difficult terrain. If the spell ends whilst you are inside a surface, you are shunted out into the nearest unoccupied space from the surface and fall prone

 

Torso

 
  • Death Armor - Uncommon - Requires 4000 gp worth of gem dust to complete

    After casting this spell, a shroud of dark flames wreathes your body. For the spell’s duration, any creature within 5 feet of you that touches or strikes you with an unarmed or melee weapon attack takes an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.

 
  • Lair Sense - Uncommon - Requires 4000 gp worth of gem dust to complete

    You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area. This awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair

 
  • Flight of the Dragon - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    When you cast this spell, small dragon wings grow from your back and you gain a flying speed of 60 feet for the duration.

 
  • Mark of Greater Shielding - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    Creature gains a bonus of 2 to their AC while wearing light armor or no armor

 
  • Breath of the Elements - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    Choose air, earth, fire, or water. For the duration of the spell, you can breathe that element normally, as if it were whatever element you normally breathe (air for most surface creatures, water for most creatures of the sea).

 
  • Spinning Axes - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    Spinning axes made of luminous force burst out from you in a ring shape, striking all creatures within 10 feet of you. Each creature within 10 feet of you takes 5d8 force damage, or half damage with a successful Dexterity saving throw. Creatures that aren’t undead or constructs and that are damaged by this spell begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of its turn. Bleeding can be stopped by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by any amount of magical healing or regeneration. Bleeding stops automatically after 1 minute.

 
  • Shadow Form - Very Rare Tattoo - Requires 10000 gp worth of gem dust to complete

    You wrap one person you touch in the essence of the Shadowfell. The creature becomes harder to see and its body becomes much more malleable. The creature gains advantage on all Stealth checks and may add its proficiency bonus to the roll. If the creature already has proficiency with Stealth, it may double its proficiency bonus. The subject of this spell can also squeeze through any gap larger than 1-inch wide.

 
  • Quill Blast - Very Rare Tattoo - Requires 10000 gp worth of gem dust to complete

    Needle-sharp quills emerge from your skin, flying outward in every direction. All creatures in a 20-foot radius sphere centered on you must make a Dexterity saving throw. On a failed save, a creature takes piercing damage from the quills. The amount of damage depends on a creature’s size as shown on the table below. On a successful saving throw, the creature takes half the listed damage.

    • Tiny-2d6
    • Small-4d6
    • Medium-6d6
    • Large-8d6
    • Huge-10d6
    • Gargantuan-12d6
    Unless a creature is an undead or a construct, on a failed saving throw it has disadvantage on all its saving throws and ability checks until the end of your next turn as it writhes in pain.

 
  • Dragonskin - Rare Tattoo - Requires 12000 gp worth of gem dust to complete

    When you cast this spell, choose a chromatic dragon type. Your skin hardens and becomes scaly and hued with the color of the dragon you selected. For the duration, you gain a +2 bonus to your AC, and resistance according to the dragon type you chose— acid for black, poison for green, cold for white, lightning for blue, and fire for red.

 
  • Spell Shielding Tattoo - Very Rare Tattoo - Requires 14000 gp worth of gem dust to complete

    You are completely immune to all magical spells and effects until the start of your next turn. Any magical effect already on you is suppressed for one round, but its duration is not increased.

 
  • Spell Shielding Tattoo - Legendary Tattoo - Requires 16000 gp worth of gem dust to complete

    When you cast this spell, you emit an ear-splitting roar. All enemies within range that can hear the roar must make a Constitution saving throw. A creature takes 12d6 thunder damage on a failed save and is stunned until the end of its next turn. A successful save halves the damage, and the creature does not suffer the stunned condition. In addition, all allies within range gain 20 temporary hit points, and gain advantage on the next attack roll, ability check, or saving throw they make during the next minute.

 

Neck

 
  • The Mark of the Wolf - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    You let out a howl that can be heard up to 5 miles away outdoors. The howl can convey a message of up to nine words, and it will be understood by all canine creatures within hearing and up to one specific creature that you name during the casting. The range of hearing is 3 miles for creatures that are indoors or 1 mile underground. No creature is compelled to do anything by the message; beasts with low intelligence are unlikely to take any action unless they’re innately curious or feel threatened.

 
  • Crystalbreath - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    You unleash a breath of light blue energy in a 10-foot cone in front of you. This energy hardens into strong crystalline structures that engulf enemies inside. Each creature within the area must succeed on a Dexterity saving throw or become petrified for 1 hour. A creature can make a Strength saving throw at the end of each of its turns, breaking the crystal from the inside on a success, freeing itself. A section of the crystal surrounding a creature has AC 15, 25 hit points, as well as immunity to poison and psychic damage. When it is reduced to 0 hit points, the creature inside is freed. Any damage that targets the crystal also targets the petrified creature inside. A creature of huge size or larger can only become restrained by this spell.

 

Face/Head

 
  • Detect Emotions - Uncommon Tattoo - Requires 2000 gp worth of gem dust to complete

    For the duration, you can look into the hearts of others and sense the emotions of any creature within 30 feet of you. If you sense emotions in this way, you can use your action to see a faint aura around any visible creature, and you learn what emotion it is outwardly expressing (or trying to express). As an action, you can try to probe deeper and try to uncover its inner, potentially hidden emotions. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you see a small glowing aura permeating in the centre of its mind. If the target succeeds, it learns that you are trying to probe its mind. The spell can penetrate most barriers, but is blocked by 1-foot of stone, 1-inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 
  • Fire Tongue Tattoo - Uncommon Tattoo - Requires 2000 gp worth of gem dust to complete

    You have mastered the skraeling art of keeping fire under your tongue. You can consume a nonmagical fire up to the size of a normal campfire. The fire is stored harmlessly in your mouth and dissipates if not used before the end of the spell’s duration. You can vomit forth the stored fire as an action. If you’re trying to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames cause 1d6 fire damage, while torch-sized flames cause 1 point of fire damage. Once you’ve spit it out, the fire burns normally. It goes out immediately unless it hits inflammable material and sets it alight.

 
  • Tattoo of the Bloodhound - Uncommon Tattoo - Requires 2000 gp worth of gem dust to complete

    When this spell is cast, you gain excellent tracking instincts. For the duration of the spell, you have advantage on Wisdom (Survival) checks to track other creatures, and on all Wisdom (Perception) checks related to smell. In addition, if you lose a quarry due to changing conditions or some other nonmagical effect, you can make another check with advantage to pick up the trail.

 
  • Ousting Jaws - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    You transform your mouth into the maw of a demon, rows of razor-sharp fangs that tear into a creature that you can see within range. Make a melee spell attack. On a hit, the target creature takes 2d10 piercing damage. Additionally, the target must make a Wisdom saving throw, on a failed save, it becomes frightened of you for 1 minute. A target frightened of you in this way takes 1d6 psychic damage at the start of each of its turns. The target can repeat its saving throw at the end of each of its turns to end the effect

   
  • Mask of Death - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    You change the features of any dead humanoid to mimic someone else. You must either know the person you are mimicking or have an accurate picture or image of them. This spell can be cast on a zombie (or on a body that is then animated), but the zombie’s statistics and behavior do not change.

 
  • Desiccating Breath - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    You spew a cloud of black dust that draws all moisture from a 30-foot cone. Animals in the cone take 22 (4d10) necrotic damage, or half damage with a successful Constitution saving throw. The damage is 33 (6d10) against plants and plant creatures, halved with a successful Constitution saving throw.

 
  • Dragonsight - Very Rare Tattoo - Requires 10000 gp worth of gem dust to complete

    When you cast this spell, your eyes enlarge, and you gain the visual perception of a dragon. For the duration, you have darkvision to a range of 120 feet, and blindsight to a range of 60 feet.

 
  • Eidetic Memory - Very Rare Tattoo - Requires 10000 gp worth of gem dust to complete

    When you cast this spell, you remember everything you've ever read or heard in the past. This grants you a +10 bonus when making Intelligence checks.

 
  • Eyes of the Arcane - Legendary Tattoo - Requires 16000 gp worth of gem dust to complete

    The recipient of this spell gains the benefits of both true seeing and detect magic for 1 hour, and also knows the name and effect of every spell he or she witnesses during arcane sight's duration.

 

Anywhere

 
  • Mark of Enhanced Skill - Common Tattoo - Requires 1000 gp worth of gem dust to complete

    Increase any skill by one. Once skill has been selected, it cannot be changed without upgrading the enchantment.

 
  • Entropic Shield - Uncommon Tattoo - Requires 2000 gp worth of gem dust to complete

    Any ranged attack made against you for the duration has disadvantage.

 
  • Nightshield - Uncommon Tattoo - Requires 2000 gp worth of gem dust to complete

    There is a bare whisper of rushing air as a protective field of shadowy energy cloaks your body. For the duration, you have resistance to force damage from spells, and you take no damage from magic missile. In addition, for the spell’s duration, whenever you make a saving throw, roll a d4 and add the number rolled as a bonus to your saving throw. The spell ends at the end of the turn if you are exposed to direct sunlight.

 
  • Tattoo of Waking - Uncommon Tattoo - Requires 2000 gp worth of gem dust to complete

    The owner of this tattoo cannot be magically put to sleep

 
  • Tattoo of the Chameleon - Uncommon Tattoo - Requires 2000 gp worth of gem dust to complete

    You magically blend in with your surroundings. So long as you are motionless, you have advantage on Dexterity (Stealth) checks, and attack rolls against you have disadvantage. If you move, the effect ends.

 
  • Tattoo of Health - Uncommon Tattoo - Requires 4000 gp worth of gem dust to complete

    Once per long rest this tattoo can be touched by the owner or another creature to heal the owner for 2d4 hit points. Once this affect has been used, the tattoo fades to be almost invisible until the owner completes a long rest.

 
  • Mark of Greater Skill - Uncommon Tattoo - Requires 6000 gp worth of gem dust to complete

    Increase any skill by two or any two skills by one. Once skill(s) has been selected, it cannot be changed without upgrading the enchantment.

 
  • Mark of Glamour - Uncommon Tattoo - Requires 6000 gp worth of gem dust to complete

    The target of this spell becomes very physically beautiful. A subtle glow surrounds the target in darkness or shadows, and tiny motes of light cling to the target in daylight. The target gains advantage on any Charisma checks.

 
  • Mark of Recovery - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    This seal allows the user to automatically pass its first death saving throw, at which time it regains 1 hit point. Once used, this effect doesn’t function again until the user finishes a short or long rest.

 
  • Mark of Judgement - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    When the user hits a creature with an opportunity attack, the user can move up to half its speed, provided it ends the move no farther from the creature it hit.

 
  • Racial Mark- Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    Grants the wearer the ability to register as a different or multiple races to overcome attunement restrictions.

 
  • Mark of Experience - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    This tattoo grants its wearer the ability to register as having trained in another class for overcoming attunement restrictions.

 
  • Ghostwalk - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    You channel illusory energy, turning invisible, whilst leaving an illusory afterimage of your body behind. You can use your action to move the afterimage, or have it stay, whatever you choose. You must have line of sight of the afterimage to do this. The afterimage can be determined immediately as a falsity upon contact or can be determined as false using an action and a successful Intelligence (Investigation) check. The DC for this check is your spell save DC. Whilst the real you is invisible, you are also under the effects of the silence spell. Your movement is reduced to 0, and touching any visible creature or object makes you visible for the remaining duration of the spell. To move whilst your are invisible, you can use your reaction to teleport to an unoccupied space within 5 feet of a creature that you can see within 30 feet of you, during which you move wherever it moves on its turn. You can also teleport to your afterimage’s side as long as it’s within line of sight.

 
  • Mark of Fortitude - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    When it is hit with an attack, the user can use its reaction to add 2 to its AC against that attack. It must be able to see the attacker to use this effect.

 
  • Mark of the Charmed - Rare Tattoo - Requires 8000 gp worth of gem dust to complete

    As an action, the user can cause a creature who can hear the user to make a Wisdom saving throw against your spell save DC or be charmed for 10 minutes. This tattoo can’t be used again on the same creature until the user finishes a short or long rest.

 
  • Mark of the Unlucky - Rare Tattoo - Requires 12000 gp worth of gem dust to complete

    Cast this spell when a target makes an attack roll, a saving throw, or an ability or skill check. With a swift curse, you bring misfortune to the target’s endeavor; the affected creature has disadvantage on the roll.

   
  • Ink Familiar - Rare Tattoo - Requires 12000 gp worth of gem dust to complete

    This tattoo creates an ink version of a creature that acts as your familiar. The familiar has the stats of the creature but gains the ability to turn two dimensional when it wishes. When not moving it is indistinguishable from a work of art.

 
  • Mark of Summoning - Rare Tattoo - Requires 12000 gp worth of gem dust to complete

    You can summon a friendly creature you have seen before up to challenge rating 6. The creature appears in an unocuppied space within 30 feet of the caster.

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