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Class record

Daionmyoji

Specialist

Tier
3
Difficulty
3 / 5
Main role
Specialist
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Onmyoji mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Appraise, Medicine, Religion, Magic Perception, Insight, Art or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Paper scattered away from him in a gust of unnatural wind, talismans shredding even as he was blown off his feet from the attack. Mamouru landed hard and rolled a few times before sliding to his feet. His opponent in the massive melee was grinning, wind magic whipping around her and causing her clothes to snap sharply. The catfolk girl was one of the many aeromancers that had devastated his unit’s aerial mages and while the enemy mages hadn’t gotten out of the fight unscathed, there were enough of them to drop into the demon backlines. Which was why he was dealing with the psycho catgirl instead of supporting the frontline troops.

“Oh nyo, all of your little spells just fluttered away! Whatever will the big bad demon do?”

She wasn’t wrong. He had lost a bulk of his talismans and while he did have his wand and could cast spells himself without those talismans, the windy barrier around her would make actually hitting her incredibly difficult. Still, he leveled his wand at her with grim determination, his divine blood itching underneath his skin, begging for release.

“Surrender!” he called out over the wind. “And I promise you’ll be treated fairly!”

The girl laughed and took a step forward, foot crunching on a talisman that was doggedly stuck to the ground.

“Oh, you’re funny! You’ve already lost, idiot!”

“I may be an idiot, but I’m not the one that just stepped on a trap.” The girl’s eyes darted down to the talisman now stuck to her foot and then back up at him. With a showy move, he snapped his fingers and a pulse of magic surged out for more than a hundred feet in every direction.

Spells fizzled and died as the mana interference of his dispel disrupted their delicate matrices. Half a dozen aeromancers feel screaming to their deaths as the wind keeping them aloft stripped away from them. But importantly, the windy barrier around the catgirl in front of him died down. In an instant, he drew a very special talisman and held it between his fingers as his hands formed the required seal to unlock it.

Ultimate Spell: Divine Disjunction!”

The talisman dissolved in a rush of energy as a series of magical circles unfolded before him. The augmented magic missiles flashed away from him in a swarm, trails of magical energy marking their travel. The girl tried to dodge but the missiles were relentless in their homing and their empowered nature slashed through her light armor with no resistance. She had just enough time to look up from where she landed, clutching her bleeding shoulder, to see the second wave of missiles launch from the echo of the first magical circle. By the time the dust settled, there was one less aeromancer to deal with.

Tactical guidance

Playing Daionmyoji

The Daionmyoji is a class that is heavily dependant on the types of talismans you bring.

With Spell Transfer, you will have more flexibility in that as long as you can find an ally willing to help you.

Prepared Talisman has a lot of possible applications primarily being used as a sort of prepare action that can be held for longer. You could put a cure touch talisman on an ally at the start of combat and only pop it when they get injured allowing you to stay at range. Place a fissure talisman down on the ground in front of you and if an enemy ever tries to approach you, you send them into the pit. It does consume the talisman when used in this way though, so be aware of that.

With Talisman Recursion you are able to get more use out of the unique talismans from spell transfer, allowing you to for example double fireball even though you only have 1 fireball talisman and you're not a pyromancer yourself.

Spiritual Reading is a mostly utility ability that is a more effective version of several abilities such as aurasense and sense magic at the cost of 1 mana. It has situational use, but if you need to figure out magic in the middle of combat or want to figure out how strong this NPC is, it's good.

The secret art is the ultimate versatility option. While it does cost you your secret art, you get to replicate any basic spell in the game as you need it. Need to get rid of a magic effect? Get dispel magic. A flier giving you trouble you want to get rid of instantly? Downburst II. Entire team is injured and needs healing? Radiant Halo. 

Daionmyoji

Class features

Abilities unlocked

Complete rules for every ability granted by Daionmyoji.

Key ability

Spell Transfer

Class feature

Benefit 1

When you use the Create Talisman ability, an ally may spend their Errand action to use one of their spells to put on the talisman instead of your own. You only create 1 copy of this talisman per Errand action and cannot use Secret Art spells with it.

No listed cost
Range
5ft

You may place a Talisman on a surface or on a target within range. This costs the same amount of AP and Mana as it would normally cost and placing it on an unwilling target requires an accuracy roll that the target may dodge as normal. A target may spend AP equal to the AP cost of the talisman (before reductions) to remove the talisman from themselves.

After placing it, until the end of the encounter or for the next 5 minutes, you may spend 0 RP to instantly trigger the effect of the talisman. You cannot trigger it anymore once a talisman has been removed or is in the process of being removed and a removed talisman loses its power entirely. A talisman placed on a creature gains Sure Hit against the creature it's on when triggered.

You can only have 1 talisman prepared in this way at the same time and Sealing Talisman cannot be prepared like this. A placed talisman cannot have an AP cost of greater than 4 (or 10 seconds for casting times).

Requirements

Special

0 AP1 MP
Range
120ft
Keywords
Analyze

You are able to check the aura of a creature or object within range. 

If you check a creature, you can see whether a creature is non-heroic, weaker than you, around the same as you, stronger than you or much stronger than you. The GM may also give you their Spirit Core value if it has one. You also are aware if someone is concealing their spirit core level, but can’t get an accurate reading of their strength if they are. In addition, you are able to see their mana % until the end of the encounter.

If you check an item, you can determine whether it’s magical in nature. If it is, you may immediately make a Magic check against it to determine its effect as if you were using Decipher Magic with a +5 bonus.

0 RP1 MP
Range
Self

After using a Talisman, you may immediately spend the cost of that talisman (before reductions) to repeat the effect without consuming another talisman. If the talisman had a target, you must choose the same target.

Does not work with Secret Talismans.

0 AP
Range
Special

You draw and immediately use a special talisman.

This talisman may have any spell in the base game on it (meaning it’s on the website), though it cannot be a secret or esoteric art. Any costs for this spell must be paid as normal. You must pay the required calligraphy units as if you made the spell yourself. If you can’t pay the required amount, you go into ‘debt’. While in debt, you cannot create any more talisman or use this ability.

To clear the debt, you must pay the required amount of calligraphy units at any point.

After you use this ability, you cannot do so again until the end of the arc.