Aspect Tattoo

School transmutation; Level cleric/oracle 5, druid 4


Casting Time 1 hour
Components V, S, M (a special ink worth at least 200 gp)


Range touch
Target creature touched
Duration permanent
Saving Throw none (harmless); Spell Resistance yes (harmless)


You tie a portion of a willing animal’s energy and abilities into a tattoo that you place on the target’s skin. This permanent tattoo grants a special power once per day derived from the animal upon which it is based. A creature can have only one aspect tattoo; any attempt to add additional aspect tattoos ends in failure. The powers of the tattoo are drawn from the animal, and are made from a special ink made with materials worth no less than 200 gp.

The animal chosen must be a willing participant in the spell, as must the recipient. The caster, or another individual, must communicate with the animal to obtain its consent. Attempting to cast the spell without the willing participation of the animal results in automatic failure.

Each tattoo grants a particular ability or enhancement 1/day for a limited duration and can be activated by the wearer as a free action. The possible tattoos and the abilities they bestow are listed below:

  • Badger: Allows the wearer to go into battle frenzy (+2 to attack and damage rolls, –1 AC) for 20 rounds.
  • Bear: When a bear tattoo is activated, the wearer receives a +8 enhancement bonus to his Strength score for a period of 20 rounds.
  • Cheetah: Grants the wearer a +4 enhancement bonus to Dexterity and a 20 feet/round enhancement to his movement rate for 20 rounds.
  • Panther: Grants the wearer a +15 bonus to all Stealth checks for 5 minutes.

Note: The GM may add other animals and abilities to the list above.

Section 15: Copyright Notice

Book of Lost Spells – Copyright 2015, Frog God Games, LLC

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