The Onmyoji: A Japanese Occult Diviner (PFRPG) PDF

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The onmyōji is a practitioner of onmyōdō, which is best described to the western layman as a sort of occult druidism with a focus on communication with spirits, whose advice and protection provides powerful abjuration and divination abilities. An adept onmyōji is in touch with the natural world, as well as the spirits that tend to it. Historically, onmyōji were retained by rulers and other decision makers to help ensure that all festivals and other holidays fell on lucky days, as well as in an advisory role regarding policy. Some onmyōji differentiated further, becoming ritualistic healers, as well.

The kami are the onmyōji's lifelong allies. Some, he venerates as gods, while he may bind other, lesser spirits to his direct service as shikigami. The spirits of the land can be petitioned directly, or their powers channeled through mystical talismans: o-fuda and omamori. Without these spirits, the onmyōji is nothing in a fight, but without the onmyōji, the spirits have no mortal herald to call their own.

In game terms, an onmyōji is a powerful support spellcaster with an equally powerful shikigami spirit at his side. Completely devoid of classic Vancian magic systems, an onmyōji is instead possessed of powerful area denial magic through the use of talismans, which channels power that is impossible to resist, thus necessitating the destruction of the talisman to get around his magic.

Product Features:

  • The onmyōji base class, a pet-focused full caster with two new systems of magic: petitions and talismans, and no traditional Vancian magic
  • Rules for an onmyōji's shikigami, a powerful bound spirit that has its own spellcasting resources
  • 29 talismans, with separate effects for area-of-effect o-fuda or single-target omamori
  • 28 petitions, which call upon great beings, even Buddhist and Shinto gods, for aid
  • 7 Friendship feats, representing a personal relationship with one of the Seven Lucky Gods. Each feat empowers that god's iconic petition.
  • 6 Shikigami feats
  • 6 Onmyoji feats
  • Complete bookmarking of all sections and tables

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You can’t get more Japanese than this!

5/5

The Onmyoji for Pathfinder is Interjection Games' take on a real-world concept, an old type of nature priest from Japan’s past. There have been many more Onmyoji in D&D that I can recall, but all of them were just either a cleric or a wizard with a funny hat. As with many other versions by IG, THIS Onmyoji is made from scratch, combining point-based casting, pet and temporary item creation to present something completely new, all stepped in Japanese flavor and tradition.

What’s inside?
20 pages of content for 4 bucks, which include:

-The Onmyoji base class: With a chassis similar to a wizard (bad BAB, good Will save), but more skilled (4 skill points to spend on 14 class skills, of note being linguistics, 4 areas of knowledge, and even use magic device), and only a little over simple weapon proficiencies and only shields, we don’t have a front-liner. The Onmyoji has an interesting armor restriction where abilities are costlier if you don armor that you aren’t proficient in, so 1 level of fighter or something will let you cast in full armor sans penalties. Like clerics, Onmyoji derive class abilities from both wisdom and charisma, so this makes them neither SAD nor MAD.

Onmyoji have three defining class features: Prayers, Petitions and Shikigami. Among their other assorted class features they get access to a couple of cycle-able wizard and cleric cantrips, and a Charisma-based Spirit pool to empower some basic abilities of their talismans, and their Petitions.

Talismans can be thought as temporary magical items. The Onmyoji starts knowing two Prayers to place on the Talismans, and 1 more at 3rd and every two more levels (11 prayers at 19th level). Talismans can be made in two ways. O-fuda are placed and emanate power in a 10-foot radius, while Omamori are placed on 1 creature and only affect that creature. Onmyoji can place a number of Talismans equal to their class level plus their wisdom modifier.

Petitions are the Onmyoji “spells”. They learn their first at 2nd level and learn another every two levels. Since they are granted abilities, the Onmyoji uses charisma as the casting stat. Each Petition has a Spirit point cost, but only a few have a level required and most scale with level.

Shikigami are the “pets” of Onmyoji. They are kami bound to tiny origami paper constructs, so while they are treated as a construct, they are intelligent. As tiny creatures, they are not really combat able, but damn they are though. They work more like wizard familiars and even give the Onmyoji the ability a familiar of their form would grant. They can activate talismans (albeit a bit weaker) that count towards their master’s maximum, and they have their own spirit pool they can use to affect talismans it placed.

-Favored Class Bonus: As always, these cover the core races plus a few others, and they give abilities beyond the old “extra something”. A lot of these enhance the Shikigami beyond a hit point or a skill point. You can get extra feats for it, give it hardness or even heal it a little for free after using a petition. Other bonuses interact in interesting ways with talismans and petitions, from making them tougher, deadlier or just plain meaner.

-Feats: This section include 26 feats, in three categories: Onmyoji, Shikigami and Friendship. Onmyoji feats start with 4 “Aid” feats that improve their minor magical abilities, getting more cantrips and from more lists and a specific 1st level spell once per day from said list, improving to twice per day with another feat, which rewards specialization; this mini-feat chain culminates in one that interacts with a couple of “Gift” petitions tied to said “Aid” feats, reducing the Spirit point cost to 0 the first time you perform the petition. Then there are two feats that interact with one another, one giving you an extra petition and the other extra Spirit pool points, but you can’t get the later feat more than the former, demanding commitment (which is nice). Extra talisman prayers, reduced petition and a feat that basically gives your shikigami a bonus feat cost round up the Onmyoji feats. Now, Shikigami feats ARE NOT for the Onmyoji, but for the Shikigami itself to buy with its own feats: from getting magic item slots, to learning petition from its master, to being tougher physically and spiritually. It is nice to see the new pet getting this much love. Finally, Friendship feats are a collection of 7 feats that lets you be favored in the eyes of one of the 7 Lucky Gods of Japanese mythology. You can only take one, and all have a specific petition as a prerequisite. The powers are flavorful and varied, but some are more powerful than others.

-33 Onmyoji Petitions: All of these are steeped in Japanese mythology and are so flavorful that after running an Onmyoji expect all wizards and clerics in such a campaign start retraining. Kami of the Morning Dew summons a creature composed of dew (seems to have been pulled straightly from a Ghibli movie!), that explodes and heals the recipient of the petition after it receives an attack or a minute passes, whichever comes first. Not only this ability is more tactical than say, Cure Wounds spells, it feels more immersive and magical. On the Spring Breeze could just be a Fly spell, but the Onmyoji surrounds the recipient in ethereal cherry blossoms that lift the target. It could be argued that a Fly spell could be flavored like that, but not all players and game masters are gifted at descriptions, and this could make new players feel the magic of fantasy roleplaying.

-29 Talisman Prayers: Now these can come in two versions, Omamori and O-fuda, but not all of them have both. You can use Censured Warding to protect a place with continuous force damage, or maybe use the Foresight talisman to either give a substantial insight attack bonus to allies in range of the O-fuda, or the recipient of the Omamori a similar bonus, but huge.

Of Note: Everything. That’s right, every single part of the class is just plain awesome, evocative and really captures the feeling of the Onmyoji. My favorite part are the talismans, since these temporary magical items are something no other class does! They can be attacked and destroyed, which create unique encounter possibilities (we have to destroy that thing!).

Anything wrong?: The Onmyoji’s greatest strength might arguably be its only weakness. If you are in a campaign that is far away from fantasy Japan, or that doesn’t even have one, it could be a bit difficult to justify the existence of this class... But only a bit, since you can re-flavor the class as a fetish maker, witch doctor, or other practitioner of older folk magic. It wouldn’t be an easy task, but you HAVE that option in case you need it.

What I want: Since this is a Japanese-flavored class, I would like more interaction with parts of that region that are already in the game… Mainly Kami and other Japanese monsters, but also Monks and divine casters. How can Spirit pool interact with Ki? Granted powers? Finally, I can’t complain with support for the class itself, since it is going to be part of Strange Magic 2 and there is already a short follow-up with two archetypes.

What cool things did this inspire?: If you have ever seen the movie Onmyoji and its sequel, Onmyoji 2, you WILL want to play an Onmyoji, maybe of the Kitsune race, that’s part of the court. I was also going to run a Japanese-themes campaign with dark tones using the Kaidan campaign setting, which is almost out by another awesome company, Rite Publishing, who by the way have their own Onmyoji archetype for wizards, but this one mops the floor with that one.

Do I recommend it?: If you are tired of Vancian magic and it’s squalid presentation with 0 flavor text or descriptions, and if you want a tactically compelling caster that requires more from you than just reading an on-line guide on how to “win” at Pathfinder, I fully recommend this little great book. I offer 5 elemental star-shaped magatamas!


A favorite of mine

5/5

Summary: The Onmyoji is a caster with two spell systems. He can write prayers on talismans and place them on the ground for area effects (o-fuda) or on a single target for a stronger version of the same effect (omamori). And he can use unique spells by petitioning spirits, fueled by a spirit pool. He’s also helped by a powerful familiar-like summon called shikigami.

Main abilities: Charisma and Wisdom.

Gameplay experience: As a DM of a very small group (only 3 players total) I usually play a DMPC in the role of support, as a defense and buff-heavy character, choosing powers that match such design and staying in the back row during combat. The Onmyoji can take this role very well, with healing and buffing (AC, saving throws and energy resistance) prayers and petitions.

I usually move, place a talisman smack in the middle of the group, and move back to use long ranged attacks (not so great) and the aid of the minor kami power (cantrips and orisons). If the combat starts going bad, and it usually does, I either place a healing talisman near the party or start with healing petitions. But you really want to watch out your usage of prayers and talismans, since they can end really fast if the combat starts to drag, or you have one too many encounters in a day.

If there's only one melee character in the party, it might prove more useful to top him with an omamori talisman before he rushes/charges/zergs ahead, instead of placing an o-fuda talisman and watching the monsters moving around and away from it - it’s really painful to look at a talisman laying on the floor without anyone to benefit from it! And trust me, the party will hardly ever bother to try and move the fight back to the talisman radius.

The shikigami is incredible useful to flank with the melee party members, and way more tough than it looks - as long as you remember to stay close so it can receive his buffs from your presence. It can barely do much more than non-lethal damage, but his power to also place talismans is really handy in emergencies.

Ramblings: Although I haven’t played with an offensive build, I can see the Onmyoji has plenty of potential to cause damage, specially at later levels. The lack of armor proficiency probably hampers him a lot as a melee engager, though. As he is right now, a long ranged caster is probably the way to go.

I'd love to combine the elemental summoning petition with a feat that allows your shikigami to also learn petitions, but that would make my Onmyoji stand out way too much in my table, which isn't really the point.

I find the petitions and prayers are very thematically appropriate and the book has some great classic illustrations.

Rating: Five out of five stars.

Suggestions: Probably archetypes. I imagine some sort of exorcist-themed Onmyoji, focused on fighting yokai/outsiders; and a melee version of the Onmyoji, trading the shikigami for some defensive bonuses, maybe keeping the origami motif in some way (a permanent talisman?); or the Shikigami master, giving animal companion stats to his familiar.

Crafting! I’d love to see a Craft Wand and Scribe Scroll equivalent feats for the onmyoji to place his petitions into magical objects - probably some jade figurines with 50 charges and prayer beads with 1 charge, or other thematically fit objects.

And maybe exchanging one of his petitions or prayers after 4th level and on every even level like other casters (sorcerers, for an example) for other petitions or prayers of any level he can learn. I know all his powers scale up, but it would be useful to fix some regrets - not so sure how this would affect balance, though, if at all.


An Endzeitgeist.com review

5/5

This new base-class clocks in at 23 pages, 1 page front cover, 1 page ToC, 1 page SRD, leaving us with 20 pages of content, so let's take a look, shall we?

So what is the Onmyōji? Mechanically, we receive a 20-level base-class with 1/2 BAB-progression, good will-saves, d6, 4+Int skills per level, proficiency with simple weapons, kukri, double chicken saber, tonfa, monk's spade and naginata as well as proficiency with shields. When wearing armor or shields the onmyōji is not proficient with, petitions increase their cost by +1 and talismans are reduced to 1/2 duration. Onmyōji begin play with a spirit pool equal to cha-mod, which grows to 12+cha-mod (+2 every 3 levels). They also start with 2 prayers known and scale that up to 11. At 2nd level, they have the first petition and scale that up by +1 every even level thereafter. It should also be noted that an onmyōji receives access to two cantrips/orisons that cna be changed as a new sequence of abilities added via the most recent update.

An onmyōji begins play with a shikigami, a kami bound to the onmyōji's service in an origami paper vessel. If said shikigami dies, it can be replaced after 1 week for 200 gp per onmyōji level in an 8-hour ceremony. Shikigami are tiny constructs with d10 HD (and 1/2 HD-progression), a fixed Str of 6, 10 Int, Wis and Cha and a Dex-score that begins at 14 and sclaes up to 15 at 7th level and 16 at 15th level. The shikigami has 1/2 BAB-progression and no good save. It begins play with 2 skills (and has its own skill-list of class skills) and begins play with a feat, receiving another one at 5th level and every 4 levels thereafter. Sounds fragile? Well, while within 20 feet of the onmyōji that is its master, it receives the master's Wisdom modifier as hardness. Additionally, while within this range, it grants the onmyōji bonuses as if a familiar. Its origami-form determines its natural attacks. It may also place talismans the master knows while within this range, drawing on the onmyōji's resource, but using the shikigami's HD rather than the class level to determine talisman duration. A shikigami can communicate with the master onmyōji and it has a spirit pool equal to its HD, but may only use these points to influence talismans it has placed itself. This short-range benefits increase by +5 ft at 2nd level further for every HD the shikigami has. At 5th level, the shikigami receives improved evasion. At 9th and 15th level, the shikigami receives more bonus hit points, counting as a larger-sized construct - which btw. are provided in a handy table. It should also be noted that the shikigami may now participate in the added cantrip/orison ability.

Now I mentioned the spirit pool - this can be utilized in a variety of ways: The onmyōji can extend the reach by 5 ft. per onmyōji level for the purposes of placing talismans for 1 round or extend the duration of an active talisman within 60 ft. by 5 rounds. He may extend the duration of ALL such talismans at 13th level. At 5th level, the onmyōji may increase the hardness of all active talismans within 60 ft. by wis-mod for 1 round and at 7th level, an o-fuda talisman's radius within 60 ft. may be expanded by 5 ft (2 o-fuda talismans at 14th level). 11th level onmyōji may pay 2 spirit points for a +10 ft. radius-extension. (2 at 16th level)

All of these can be activated as swift actions. As an immediate action, the onmyōji of 11th level or higher may temporarily increase a talisman's HP by wis-mod times 3. At 17th level, a spirit pool point can be used to make the next talisman not count against the daily allotment and 20th level onmyōji may treat o-fuda talismans as onamori talismans for the purpose of its prayer. Sounds confusing? Well wait a second and read on, it's actually pretty simple and concisely presented in the pdf.

First, let me explain those talismans: Talismans are small tokens usually made of paper, cloth or wood, decorated with glyphs. An onmyōji begins play with 2 prayers and learns an additional one at 3rd level and every 2 levels thereafter. When placing a talisman, an onmyōji can choose a prayer that is compatible with the talisman-type and the onmyōji has to have a wis-score of at least 10 +1/2 the minimum level of the prayer's level requirement. Talismans do not allow for saving throws and have a limited hardness equal to wis-mod, hp equal to class levels times 3. Destroying a talisman ends its effects; otherwise, it lasts for 3 rounds, +1 round for each class level. An onmyōji may deploy class level + wis-mod talismans per day. There are two types of talisman, first of which would be o-fuda. These generate their warding effects in a 10 ft.-radius upon being placed and canot be moved while placed, only destroyed. The second type would be the onamori - these are attached to creatures the onmyōji threatens, either voluntarily or via a touch attack. These only affect the creature to which they are attached. Failing to hit does NOT expend talisman-uses - nice!

Onmyōji of 2nd level and every 2 levels thereafter also learn a petition to the spirits. These are governed by Charisma, with a 10 +1/2 min level minimum requirement in the ability score analogue to the Wis-based talismans. Petitions have a DC of 10 + 1/2 class level + cha-mod.

The class comes with favored class options for the core-races, aasimar, drow, hobgoblins, kobolds, orcs, puddlings and tieflings - and they are interesting, actually - e.g. adding bleed damage to onamori is pretty interesting and fitting for half-orcs/orcs... Now, we also receive a significant array of onmyōji-feats - increased spirit pool-size, more petitions, reduced costs of a petition, gaining temporary spirit points when executing an ability chosen from the spirit pool's options. Granting shikigami a bonus feat, granting shikigami the option to wear an item in the neck slot or increasing attributes of your shikigami/sharing an petition with your paper pet or increasing the size of a shikigami's spirit pool/sharing the master's level for onamori when close by...interesting. It should also be noted that the most recent update has introduced multiple limited-use spell-like ability-granting feats to add to the fray. Some of these new feats also are assigned as prerequisites for new petitions and the gifting of tricks, but more on petitions later.

Speaking of interesting - I love the idea of friendship-feats. These special feats are aligned with the 7 lucky gods of Japanese mythology, significantly increasing the potency of the petition aligned with said god. However, an onmyōji may only have ONE friendship-feat at a given time...so choose wisely your allies among the gods! Really like the fluff of these feats. Petitions essentially constitute the spells of the class, all coming with required levels (instead of petition-levels) and drawing from the same spirit pool resource. Conjuring force-damage dealing phantom legions, petitioning the scarecrow god Kuebiko for a divination - but one that only extends half an hour. Shields of temporary hit points, or a status-like effect based on heavenly bureaucrats - the petitions themselves are not only mechanically interesting, they also evoke a ridiculously awesome imagery and often come with quite an awesome narrative potential. Daikoku-ten, for example, may create mundane goods for you, but they do vanish upon executing the petition the next time... Raising the dead can also be achieved by petitioning Fukorokuju. Or perhaps you want to conjure forth a kami of the morning dew, which may explode upon the target receiving damage to douse the unfortunate in healing spray?

These petitions stand out due to two facts - for one, they provide Interjection games' interesting knack for cool mechanics and nifty combo-potential. however, more so than in almost all IG-releases, these petitions also BREATHE the awesomeness of the extensive Japanese mythology and supplement the great rules with an imagery that is ridiculously evocative and steeped in lore. Everyone even remotely into Japanese mythology will have a field day here, grinning from ear to ear. Ever wanted to fly on ethereal cherry blossoms? Yeah. You read these and can immediately picture them - even in the cases where the mechanics are interesting, but not too special, it is the imagery that makes the petition awesome. For less romantic imagery, what about emitting a dread shriek of the dishonored and perished souls or unleashing Raijin's thunderclap on foes? On the mechanical side, the most interesting petition herein essentially takes all the 1/day spell-like abilities granted and turns them into a pool, for more flexibility - nice!

Talismans should also not be neglected in my enumeration of options herein - they also come with minimum level restrictions and most prayers (but not all) can be used on either o-fuda or onamori. The onamori's can be considered single-target effects, while the o-fuda, if used wisely, can make the onmyōji's area-buffing absolutely unique and rewarding, allowing you to finally lure foes into your cleverly laid-out o-fuda traps. Guiding attacks, increasing the potency of the elements, increasing the healing of allies - all pretty cool and sporting mechanics that deviate enough from spellcasting to maintain the unique flavor of the class - what about e.g. granting allies the option to spit weaponized energy-based saliva? Temporary negating age-based penalties for the image of the venerable monk standing up and kicking badass butt? Yeah, I love these.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Interjection Games' printer-friendly 2-column standard and the pdf comes with a solid array of bookmarks. Artwork is a blend of traditional illustrations from mythology and even photographs for a surprisingly concise presentation that original artwork probably couldn't have surpassed.

I've read and analyzed *A LOT* of Interjection games classes - and whenever I think I've seen all the tricks Bradley Crouch can come up, his creativity bubbles forth like a hot spring, creating something I did not expect. The onmyōji combines being a unique pet-class with a unique, yet easy to grasp spellcasting system and excellent enabler-capabilities for a class that is utterly, completely inspired. Not only is the crunch creative and unique, the class also breathes a rich mythology that adds the fluff-icing on the crunchy, perfect bacon of this class. I *adore* the onmyōji - it may be one of the best classes Bradley's done so far and I sincerely hope we'll see future expansions (the class has SO MUCH untapped potential beyond its glorious incarnation herein!) for the onmyōji. It is utterly unique and a must-buy addition to each campaign even remotely poaching elements of Japanese or Eastern mythology. This is one of the best 3pp-classes currently out there and well worth a final verdict of 5 stars + seal of approval and is a candidate for my Top ten of 2014.

Endzeitgeist out.


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Thanks, Liz! I'm very proud of this one!


Thanks for the purchase :)


Definitely my new favorite right here. I feel like I say that a lot though. :P


OH, OH! You did an onmyoji! I thought I was going to have to half ass one of these. THANK YOU! Going in cart NOW.


Probably my favourite at the moment too! Very well done I think.


Thanks for the purchases, fellas! This one is moving quite well, so it may be the target of an expansion in short order.


Really liked this one, just built a character for some end of the year playing.

If you go ahead with an expansion, I'd suggest some more feats (specially for 1st level onmyoji) and magic items, ones that could be crafted by the onmyoji himself (using Craft Wondrous Item feat, for an example), and, why not, more prayers.

Great job!


Heck, if feats will do you over for a bit, I can toss something together and put it up on the website for you.


4 people marked this as a favorite.

Here's some contributions for everybody else who also enjoyed this class:

First is a remix of some popular character sheets going around (forgot who did the originals) which I adapted for the onmyoji - I believe they cover everything necessary, but I could always fix any problems: https://www.dropbox.com/s/bpjm0v6zwz52fgq/onmyoji.zip?dl=0

And second, a list of Prayers and Petitions organized by onmyoji level. Really handy when creating a character or leveling up:

~~~Prayers (Talismans)~~~

Onmyoji level 1
Byouki Heyu: Grants fast healing
Choju: Increases maximum hit points.
Dampen Elements: Elemental resistance.
Ganko-sa: Bonus to saving throws.
Kubosa: Bonus to Profession skill checks
Protection from Antipodes: Protection against opposed alignment.
Spirit Amplifier: Increases healing or damage dealing from petitions.
Spirit Promoter: Grants 1 temporary spirit point.

Onmyoji level 3
Education: Increases Knowledge skill.
Empower Elements: Increases elemental damage.
Foresight: Bonus to attack roll.
Gankake: Improves healing by channeling power.
Hishi: Creates caltrops.
Moeru S&*%a: Elemental spitting as a ranged touch attack.
Protection from Spirits: Bonus to AC against incorporeal creatures.

Onmyoji level 5
Fukashi: Invisibility.
Kibin: Haste.
Shiawase: Bonus to STR or STR and CON.
Yakuyoke: Reduces penalties to ability scores due to age.
Yakuzaishi: Cures temporary ability damage.

Onmyoji level 7
Vengeful Flames: Fire damage against people who attack a protected target

Onmyoji level 8
Censured Warding: Area force damage.

Onmyoji level 9
Enmusubi: Fights off charm and compulsion.
Kaiun: Bonus to armor class, skills and saving throws.
Katsuryoku: Bonus to saving throws against death effects.
Michihiraki: Grants a second roll of a d20, can choose the better result.
Traffic Safety: Bonus against overrun and bull rush maneuvers.

Onmyoji level 11
Kenkoh: Bonus to saving throws against poison, disease and curses.

Onmyoji level 13
Zone of Communion: A shikigami's reach of the spirits power has no cost.

~~~Petitions~~~

Onmyoji level 2
Aegis of the Sworn Defender: Shield of temporary hit points.
Fūjin's Wake: Bonus to base land speed.
Kami of the Morning Dew: Heals 1d8 +1d8/2 levels.
Raijin's Thunderclap: Strikes target with lightning.
Reborn in Spring: Heals and grants fast healing to a creature.

Onmyoji level 4
Advice of Kuebiko: Ask advice to the scarecrow god.
Militia of Spirits: Summons an elemental.
On the Spring Breeze: Flying on a cloud of cherry blossoms.
The Trickster's Touch: Changes the form of the onmyoji to a small or medium creature.

Onmyoji level 6
A Thousand Defenders: Area attack with weapons of the dead.
Aid of the Functionaries: Access to health information of all creatures around.
Lucky Day: Gets to reroll a d20 before knowing its results.
The Persuader's Charm: Causes confusion on a creature.
Yakushi’s Gift: Fights off disease or poison.

Onmyoji level 8
Bishamonten's Fury: bonus to attack rolls and gets to roll twice.
Bounty of the Magic Mallet: creates non-magical items that can't be sold.
Unlucky Day: Forces another creature to reroll a d20.
Voice of the Spirits: Comprehends any language.

Onmyoji level 9
Song of Benzaiten: immunity to fear and morale bonus.

Onmyoji level 10
Contentment of Hotei: grants a new saving throw against illusions.
Ebisu's Catch: Summons a giant carp.
Scream of the Dishonored: the voices of the dead cause area damage.

Onmyoji level 12
Amaterasu's Brilliance: blinds nearby creature with bright glowing.
Consult the Calendar: changes the weather.
Kami’s Vigilance: expels extraplanar creatures.

Onmyoji level 14
Fukorokuju's Call: raises the dead.
Omoikane’s Council: allies share Knowledge skill ranks.

Onmyoji level 16
Longevity of Jurōjin: preserves one creature from dieing.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

While I am (probably) not getting this myself, since the GM I play with doesn't like third party classes and neither do the players in my own campaign, I think this might be an interesting class for the people who saw the anime Tokyo Ravens.


1 person marked this as a favorite.

I decided to upload the character sheet on flickr as well, just to make things even easier:

Page 1, Page 2, Page 3, Page 4 (Shikigami).

These were made on 300 dpi, based on HappyCamper's version of the Pathfinder official character sheet.


Thanks a lot, chief! I'll be adding these to a links section of the blog when I get around to it.


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.


1 person marked this as a favorite.
Endzeitgeist wrote:
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

That was an amazing review. Couldn't agree more on all aspects - I really love this class. The onmyoji is currently my favorite character class, and one of the better ones I ever played with.


1 person marked this as a favorite.

I made a .pdf version of the onmyoji character sheet, since it seems to be a popular format for these kinds of initiatives: http://goo.gl/tsuW79 Tried to make it a little bigger, since there will be less customization options when printing.

And here are the updated Prayer, Petition and Aid of the Minor Kami lists, reflecting recent changes in the class:

~~~Prayers (Talismans)~~~

Onmyoji level 1
Byouki Heyu: Grants fast healing
Choju: Increases maximum hit points.
Dampen Elements: Elemental resistance.
Ganko-sa: Bonus to saving throws.
Kubosa: Bonus to Profession skill checks
Protection from Antipodes: Protection against opposed alignment.
Spirit Amplifier: Increases healing or damage dealing from petitions.
Spirit Promoter: Grants 1 temporary spirit point.

Onmyoji level 3
Education: Increases Knowledge skill.
Empower Elements: Increases elemental damage.
Foresight: Bonus to attack roll.
Gankake: Improves healing by channeling power.
Hishi: Creates caltrops.
Moeru Shi|a: Elemental spitting as a ranged touch attack.
Protection from Spirits: Bonus to AC against incorporeal creatures.

Onmyoji level 5
Fukashi: Invisibility.
Kibin: Haste.
Shiawase: Bonus to STR or STR and CON.
Yakuyoke: Reduces penalties to ability scores due to age.
Yakuzaishi: Cures temporary ability damage.

Onmyoji level 7
Censured Warding: Area force damage.
Vengeful Flames: Fire damage against whoever attacks a protected target

Onmyoji level 9
Enmusubi: Fights off charm and compulsion.
Kaiun: Bonus to armor class, skills and saving throws.
Katsuryoku: Bonus to saving throws against death effects.
Michihiraki: Second roll of a d20, choose the better result.
Traffic Safety: Bonus against overrun and bull rush maneuvers.

Onmyoji level 11
Kenkoh: Bonus to saving throws against poison, disease and curses.

Onmyoji level 13
Zone of Communion: A shikigami's reach of the spirits power has no cost.

~~~Onmyoji Petitions~~~

Onmyoji level 2
Aegis of the Sworn Defender: Shield of temporary hit points.
Fūjin's Wake: Bonus to base land speed.
Kami of the Morning Dew: Heals 1d8 +1d8/2 levels.
Raijin's Thunderclap: Strikes target with lightning.
Reborn in Spring: Heals and grants fast healing to a creature.

Onmyoji level 4
Advice of Kuebiko: Ask advice to the scarecrow god.
Gift of the Arcane: Cast a level 1 wizard spell three times.
Gift of the Earth: Cast a level 1 druid spell three times.
Gift of the Minor Deity: Cast a level 1 cleric spell three times.
Gift of the Ministrel: Cast a level 1 bard spell three times.
Militia of Spirits: Summons an elemental.
On the Spring Breeze: Flying on a cloud of cherry blossoms.
The Trickster's Touch: Changes the form of the onmyoji to a small or medium creature.

Onmyoji level 6
A Thousand Defenders: Area attack with weapons of the dead.
Aid of the Functionaries: Access to health information of all creatures around.
Lucky Day: Gets to reroll a d20 before knowing its results.
The Persuader's Charm: Causes confusion on a creature.
Yakushi’s Gift: Fights off disease or poison.

Onmyoji level 8
Bishamonten's Fury: Bonus to attack rolls and gets to roll twice.
Bounty of the Magic Mallet: Creates non-magical items that can't be sold.
Unlucky Day: Forces another creature to reroll a d20.
Voice of the Spirits: Comprehends any language.

Onmyoji level 10
Contentment of Hotei: Grants a new saving throw against illusions.
Ebisu's Catch: Summons a giant carp.
Gifts Abound: Consumes usages from different spell lists.
Scream of the Dishonored: The voices of the dead cause area damage.
Song of Benzaiten: Immunity to fear and gives morale bonus.

Onmyoji level 12
Amaterasu's Brilliance: Blinds nearby creature with bright glowing.
Consult the Calendar: Changes the weather.
Kami’s Vigilance: Expels extraplanar creatures.

Onmyoji level 14
Fukorokuju's Call: Raises the dead.
Omoikane’s Council: Allies share Knowledge skill ranks.

Onmyoji level 16
Longevity of Jurōjin: Preserves one creature from dieing.

~~~Aid of the Minor Kami~~~

Cantrips
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature.
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Touch of Fatigue: Touch attack fatigues target.

Orisons
Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.


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@The Ragi:

Just wanted to extend a HUGE thank you for your custom sheets! My players really appreciate them!


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Endzeitgeist wrote:

@The Ragi:

Just wanted to extend a HUGE thank you for your custom sheets! My players really appreciate them!

Thanks man! I'm a huge fan of your work, so this means a lot to me!

Just glad to contribute a tiny bit with gaming out there, really happy people actually find the sheets useful.


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Just bought the book after Endezeitgeist's review.

I was really confused at how the onmyoji worked at first but now it is really clear. Some comments tough:

-It wouldn't hurt to add, under either spirit pool or petition class features, to state that petitions are fuelled by spirit points. I had to read the petitions themselves and cross reference to understand this.

-I suppose it doesn't matter, but petitions are supernatural abilities. They can't be counterspelled and are considered arcane in origin, right? I ask because they have all the vibe of divine magic, but also the class is called an "occult diviner", which since the upcoming release of "occult adventures", occult is now almost synonim for psychic magic. Just to clarify really.

-IIRC, the half-races can chose the parent's favored class bonus, so it is redundant to state both orc and half orc. Also, since the release of the Advanced Race Guide, the "oriental" races (kitsune, tengu, nagaji and samsaran) are open content, so I would really like to see favored bonuses at least for the kitsune and samsaran, since they are the most thematically appropriate to make an onmyoji. And changeling would be a cool onmyoji too, not only for the modifiers but as the daughter of an obake.

-Under the "Petition the Minor Kami" feat, there is a reference to the Gift of _ prayers, but I'm not sure if other similar feats state "knowledge of". I think I have seen it like this somewhere, and again I had to cross-reference to see that they were prayers and not feats. Not really sure in this one.

-The wording of the Empower Elements Omamori is a bit weird: "Further, weapon special abilities, spells, and abilities that deal damage of the chosen energy type enhancing weapons the subject wields" that last part sounds confusing, since at the beginning of the ability it says you chose the element and all the abilities should make reference to just the chosen type, the part after chosen energy is IMHO innecessary.

-Prices to make effects permanent! maybe a permanency prayer, similar in cocept to a magic lamp that summons a kami to "cast" the prayer once per day, or (semi)-permanent talismans that either have charges or are permanent but very costly.

Hope my comments help and keep on the amazing work!


Aye, magic item support could work. I'm presently swamped in things I want to do, and am finally getting those things done now that I have all the stuff I need.

Let's put it this way, chief. I'm late on one Kickstarter, am going to be late on a second Kickstarter, and have been wanting to fire up a Patreon for awhile now. The Onmyoji sells well, so cleanup and expansions are things that ARE going to happen, but I really, REALLY need to get Strange Magic out before I can do anything else.

Heck, I haven't even let myself leave the house since the endgame on this book started.


Really nice work interjection guy, I think we can wait :-) I also want you to finish strange magic so I can buy it lol!


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the xiao wrote:
Really nice work interjection guy, I think we can wait :-) I also want you to finish strange magic so I can buy it lol!

(As an aside, get your Strange Magic PDF from anywhere but Paizo should you want a hard copy; I won't be able to offer hardcopies here for the simple reason that Paizo charges 50% to sell hardcopies and I would need to pay to have the book printed and shipped out of my half. It's effectively Paizo treating itself as a distributor that has me assume all monetary risk. I see absolutely no reason to do so when each copy I sell at those terms effectively makes me lose a sale that would net me three times the cash or more.)

Thankee! Did some brainstorming while sleeping, apparently, so let me throw this out there.

Re: Permanency/Tactical Variance

We go a bit deeper into Japanese culture and run with the netsuke. The netsuke, literally "root to attach", was effectively a clasp for the Japanese equivalent of the manpurse.

Option A: Add a netsuke-using onmyoji archetype, which can charge a manpurse with a talisman, slap it on an ally, and then activate the talisman remotely (open the purse) at a later time. Alternatively, the ally can open the purse himself.

Option B: The netsuke omamori, a manpurse clasp good luck talisman, is most definitely a thing that exists. It wouldn't be too difficult to cook up a magic item that allows the onmyoji to put together a talisman and allow the wearer to reach down and activate it when needed.

Re: Arcane/Divine

Also, I'd count the onmyoji's magic as divine in origin regardless of the lists from which it springs. That said, as supernatural, I really can't think of a point where it would pop up.

Re: FCBs

...Half races don't get their own thing? Well, that's a defect in every class I've ever made.

Re: Wordings

I'll probably want to go back and assign some subtypes to the expansion content to make it so the abilities are future-proof. This will clear up the confusion at the same time.


No, half races DO get their own things. However, they can also take the FCB of their parent races. That is why including the same for half orc and orc was redundant. As an example, a half elf can take the FCB of humans, elves AND half elves, since they count as both humans and elves. Correct me if Im wrong.


And since I live in Mexico shipping is very costly, so I only buy PDFs.


Ah, so a redundant option could just retroactively be me weakening a special rule somewhat? Cool, I'll go with that, and use that trick in the future :)


Another idea. I could cook up a monk archetype with talismans and kuji-kiri. If I made the archetype use ki to fuel everything (and make sure the infinite ki combo archetypes couldn't qualify), I think it could be fun.


Interjection Games wrote:
Another idea. I could cook up a monk archetype with talismans and kuji-kiri. If I made the archetype use ki to fuel everything (and make sure the infinite ki combo archetypes couldn't qualify), I think it could be fun.

That, sir, sounds awesome! Why not a pally or samurai archetype too?


Pathfinder Starfinder Roleplaying Game Subscriber

Minor errors:

Shikigami skills reads, "Shikigami skill ranks are set once chosen, but can be resassigned", should be "reassigned".

The Aid of the Earth feat reads, "In addition, you may cast create flame 1/day as a spell-like ability with a caster level equal to your onmyōji level." I believe you meant produce flame?

Overall, nice job.


Thanks, Luthorne. I'll get to these soon enough. :)


I read at Endzeitgeist's website that you offer an expansion to the Onmyoji for being a patreon? I want the expansion but I don't really know how that patreon thingy works. Is the expansion out yet?


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It isn't released as of yet.

Patreon is sort of like a subscription service. Currently how it is set up, you subscribe to give Interjection $5 or $10 (or more, per the levels he set up) whenever he releases a product and get it automatically. This is for any of his smaller stuff, mostly classes or whatnot, and things he doesn't fund through kickstarter (like strange magic or the big book of bloodlines). Through Patreon he is also allowing people to give feedback and influence what is released, plus get a first hand look at what he is working on before it is out.

That said, the pdfs should still go on sale normally when completed. Patreon is there to give him a more dependable sort of income and gives fans a chance to give feedback and have a hand on what is being created.

Hope that helps!


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^ Exactly that. Currently, the onmyoji expansion is around 10 pages of new content, though the archetypes haven't been penned yet. Given a very generous individual dropped $150 to get a design out of me, I'm going to finish the onmyoji and sit on it until somebody doesn't want to pay to pick my brain, then I'll unleash it. It could come out in June. It could come out in November. Frankly, the later it goes, the better IG is doing because it's picking up significant commission dollars, and those can go into fueling cool projects outside of the Kickstarter cadence.

12 new petitions are going into the mix. These focus on being either weird or support early game or tideturners late game.

I have 12 talismans made up with a few more in the works. A new mechanic is being added to the mix here: namely, powerful talismans that damage themselves when they activate. It gives the hardness increase power you have a use.


...I'm seeing some merit to devoting a page or two to quick domain listings for various mythological figures, such as the Seven Lucky Gods, Amaterasu, and so on. I'm envisioning special rules that let you pick the associated Seven Lucky God petition as a domain spell of X level.

For example, Ebisu's Catch could be a 5th-level domain spell.


That sounds extremely nice! That way, even if you are not an onmyoji, you can get some of this nice stuff! Maybe some darker stuff? The onmyoji as it is now looks too goody-two shoes for a villian. Not a bad thing mind you.


Traditional onmyodo is all about balance. The worst I can draw from while remaining true to the source material is trickster stuff.


Hmm ... what are they balancing? What does "balance" mean in this context?

Community Manager

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Distant Scholar wrote:
Hmm ... what are they balancing?

Life, the Universe, and Everything.


Looking at what they were organized to do, onmyoji are very political creatures. They have the whole vizier thing going on to some extent, and they can divine the will of the world without the need of a parrot on a bicycle and a mystic blue diamond. To that end, an onmyoji is all about building things up or maintaining what is. If I stretch that concept with trickster and domination, all alignments save NE and CE can light up.


If onmyoji can "divine the will of the world", does that mean every onmyoji uniformly believes the same thing about what "the will of the world" is? Is there one, true, "will of the world" they all tap into?

What if one confuses "the will of the world" with their own will?

What if one believes that, in order to build things up, things need to be torn down first?

What if one believes in maintaining what was; that all the recent stuff in the last few decades (or centuries) are distractions/on the wrong path and need to go?

What if one believes that everything would be better (built up) if everyone were zombies?


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Speaking personally, I'd really rather not see it diverge too far from its original origins. I love the feeling of authenticity to it at the moment and how well it fits the eastern part of my homebrew world.

Also a lot of that falls simply into, the spirits/kami wouldn't answer or barter over things like that. No spirit is going to help you turn people into zombies. That's not an onmyoji and goes against the very nature of the class itself (and how/where they get their powers).

If there is going to be sweeping changes like that I'd rather it be its own archetype or something I can ban on its own instead of picking out individual talisman and petitions.


See I'm of the opposite view: I'd love to see the Onmyoji spread far above, beyond, below and to the side of the "authentic". The chassis is strong with this one, and could support much tweaking.

Still, I appreciate the sentiment Aleron - archetypes could keep themes distinct, but I'm happy just to allow anything - I could see dividing petitions by theme OR, if you had to, alignment. I'd totally be up for a Dark Petitioner rocking dread talismans or a chaotic , crazed Chained Shikigamista who "borrows" power from an imprisoned shikigami.

Let the real world's...myths....be fuel for our imaginations. They weren't static, neither should we be.


Aleron wrote:
Also a lot of that falls simply into, the spirits/kami wouldn't answer or barter over things like that. No spirit is going to help you turn people into zombies. That's not an onmyoji and goes against the very nature of the class itself (and how/where they get their powers).

Well, I guess that goes back to my first question. What is an onmyoji (according to this supplement)? How do they get their powers? Why do they get their powers?

I've run across (people calling themselves) onmyoji in various manga and anime, and they're all over the map in terms of abilities and attitudes. I expect they're about as real-to-legend as Marvel's Thor is to real-world-legend Thor, so enlighten me: what are they all about?

Then I can figure out how to make them evil villains. :-)


I think there is a good point there Distant Scholar. The in-game onmyoji doesn't have a heck of a lot of flavor that inhibits or prohibits much of … anything.

Onmyoji flavor text wrote:
Onmyōdō can be best described as a occult tradition grounded in the natural world. To the onmyōji, practitioners of onmyōdō, the world is awash in spirits, some the souls of the ancestors, others spirits who tend to and guide the development of the natural world. Onmyōji are uniquely suited to act as an emissary to this world of spirits, taking their advice and applying it to the mortal world. This makes the onmyōji a powerful diviner, and having the favor of mighty spirits is itself a valuable asset when danger rears its ugly head.

That's fairly open as far as I'm concerned. Nature spirits and ancestors. Ancestors could definitely open the door to undead-meddling. Not that undead needs to mean "evil"...

As for the real world onmyoji/onmyodo:

Onmyodo


Quote:
Onmyōji were specialists in magic and divination. Their court responsibilities ranged from tasks such as keeping track of the calendar, to mystical duties such as divination and protection of the capital from evil spirits. They could divine auspicious or harmful influences in the earth, and were instrumental in the moving of capitals. It is said that an onmyōji could also summon and control shikigami.

From the wikipedia article you linked. This is pretty close to how I've always seen them myself. Additionally, from a fantasy world standpoint, they deal with banishing evil outsiders, oni and spirits in a lot of the literature and fantasy novels I've seen.

As mentioned they deal with spirits in general, including those of their ancestors (usually asking for advice and as mentioned these are not necessarily evil spirits, more like speak with dead for advice and help). Additionally, the 'petitions' represent them dealing with the kami or land bound gods, following the belief that spirits exist in everything from a stream to a building.

As Bradley has mentioned above, the worst that I've seen is well is working with a 'trickery' sort of god, nothing outright evil. On that note, I can't actually remember any time where I've seen them summon or work with an evil spirit, they are generally on the side of banishing and removing them.

I really love what Bradley has done with them so far. They feel 'right'. Things that go against that feel I'd like to avoid or (as mentioned) prefer to see in an archetype especially where it deviates wildly from what we have so far.


Okay, so we have both sides here. I'll see what I can do. There are a number of most august deities in Japanese myth who also happen to be impulsive, selfish, overstuffed popinjays with a murderous streak.

Just let me get this tattoo thing done first!


Hum. So.

Other than this page. I can't seem to find information about this anywhere.
I wanted to look at the class and run it by my GM before buying it when I get a paycheck. but I can't find any mention of it anywhere. Was it taken down for some reason?
It sounds pretty close to what I wanted (though I don't care much for pets/summons in general).
came across it when looking at the Kami Medium from Occult Adventures.. I love ofuda spells etc but not big on long term summons. but wanted to see how this class looked.
---------------------------

Off hand.
Would be tempted to see an archetype that got 3/4th bab, and maybe gave up shikigami for using a talismen as weapons and shields in combat. but I am just a sucker for some abe no seimei sylized combat stuff from when I was a kid. Though the main class sound soo very much like the goodness from the Onmyouji movie.
----

Though I could still take improvised weapon traits and VMC magus to use talismens as improvised weapons.
Or Deadly Dealer trait (assuming someway to get around that arcane reqs). Though 1/2 bab

-------
Grantd not terribly costy pdf (though the book cover looks cool enough I sorta want hard cover) so maybe I'll just snag it when I have spare money.
Though it sure is sad to buy something with no where to use it.


It has one ability that technically acts as summons but you don't have to take it. The shikigami is more of a familiar than a summon itself as well. Since most of its stuff targets touch AC with the talismans that's not really a big deal.

Are you saying its not purchase-able for you? Mine is still here and in my downloads. I can give Interjection a poke to come look if you're having trouble.


Oh no I just don't have spare money right now haha. spot of life trouble and new cashier job just started. Free money'll be a bit. Though the pdf is pretty low costing.

Oh so it is less like Summoner or Spiritualist, and more like a familiar user + Zone control + targeted strikes (of some kind) ?

That sounds.. extremely along my lines. Which means i might skip a lunch to buy it instead.
----
The bit about not being able to find it, was in relation that.. It isn't on d20 or any of the other 3rd party hosting sites, while some of the other Injection games stuff is. and actually various searchs (google/bing) don't actually bring much of anything up. Almost like it doesn't exist except for this specific forum product discussion.

So I wasn't sure if it was closed down or some extra ruling going on somewhere I didn't see..

-------
But I digress.. this sounds pretty cool. Support with a bit of attack ability.
Granted.. the games I'm allowed to use 3rd party are so little... I have a hard enough time even being allowed to use paizo official suppliments haha.
Still.. this sounds like somethign I heavily want.

I wonder if I can figure out a way to use attack paper or something. I suppose maybe a GM allowing me to take Deadly Dealer so I can throw paper slips as darts or something.

Oh as for evil onmyouji.
Could go with the Movie "Onmyouji" and "Onmyouji 2" version. or the darker times of Abe no Seimei's history/legend. There was some dire moments in those.


Adding an entire subsystem to a site like d20pfsrd.com is much more difficult and time consuming than adding a bunch of generic feats and spells like Paizo releases, so there's a barrier to putting this product (and other Interjection Games content) on d20pfsrd. For that matter, the few Interjection classes that are on d20pfsrd are not formatted well and are very out-of-date (Bradly has released heavy revisions and expansions to several of his older subsystems, and those revisions haven't made it on to the pfsrd). There's also a low incentive for the people who work on the project to add it to the pfsrd, since it might encourage people not to buy it. Combined with the fact that pfsrd is an almost entirely community-driven and community-edited site, and you can't really expect all or most extensive supplements like Interjection Games puts out to make it on there. D20pfsrd is great for Paizo content, but it encompasses a very, very small portion of non-Paizo content, and what it has isn't necessarily the best. It's a very good reference which I use frequently, but it is not a good indicator of what is out there.

I've also heard that there is an expanded/revised Ultimate Onmyoji in the works, so if you are short on cash it might be worth waiting on this one. I don't know how soon that expansion will be coming out, though.


It's been strongly hinted, if not outright said in some places, that when Strange Magic 2 goes on kickstarter it will sponsor Onmyoji magic was one of the three sections. How long that will be is likely contingent on finishing up Strange Magic 1 and potentially the Big Book of Bloodlines.

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