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Class record

Onmyoji

Specialist

Tier
2
Difficulty
3 / 5
Main role
Specialist
Secondary role

Rules reference

Class mechanics

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

Entry

Requirements

Any class 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

Scribes who use magic paper and ink to create magic talismans imbued with spells.

Tactical guidance

Playing Onmyoji

The Onmyoji is a utility class that focuses on using talismans, scrolls or similar items. They can either create their own or use those created by others. Buying talismans from others is an excellent way to increase your versatility in combat or plug the gaps in your party composition.

Create Talisman lets you make your own talismans. This lets you potentially cast a spell twice per turn and the key ability lets you use your talisman at a -1 AP cost. You can also trade these talismans to other players, allowing them to benefit for spells they would normally be unable to use.

Secret Talisman is an ability that just lets you use a Secret Art that's on a talisman. Secret Arts are normally limited to once per encounter, so being able to use two can be quite the power boost.

Sealing Talisman is a powerful CC, but it comes at the cost of having to prepare the talisman beforehand. Grunts have little counterplay against it, but even against heroics you can force them to waste quite a bit of AP for no AP cost of your own.

Preparedness gives you a bit more flexibility and options in what you can bring. Overall, Onmyoji is very reliant on either outside sources of talismans or in having strong classes to complement it to really shine. It is not recommended to take the class without taking some other classes beforehand or having a clear goal in mind.

Onmyoji

Class features

Abilities unlocked

Complete rules for every ability granted by Onmyoji .

Key ability

Expert Scribe

Class feature
Grants+5 skill pointsArt

Benefit 1

You gain +5 points in Art: Calligraphy expertise skill. This is not doubled for expertise bonus.

Benefit 2

You may draw scrolls, talismans or similar objects for 0 AP once per turn. When you do, reduce the AP cost of that talisman by 1. Even if you do not consume the talisman, it only benefits from the AP reduction once per turn.

No listed cost
Range
-

You may create a talisman or scroll by spending an interlude point. Choose an Spell that you know or choose a specialized talisman, such as a Sealing Talisman. You inscribe that Spell onto a piece of paper. A talisman of a Spell allows you to use the Spell at a different time. When you use it, it is consumed. A Spell talisman costs as much AP and mana to use as the original Spell does. 

You may craft up to 5 talismans per interlude point. A secret art talisman takes up 3 of these slots. When crafting, you may make no more than 2 of the same spell. A crafted talisman costs 1 burden to carry with you. A Secret Art talisman costs 2 burden and can only be used through the Secret Talisman ability.

Crafting a talisman costs 100 calligraphy units per AP and Mana of the spell. A spell with no AP or Mana costs 50 units. If the spell has an RP cost and no AP cost, it costs 200u per RP. If the spell has a casting time longer than 4 AP (ie 10 minutes), then treat the spell as having a cost of 4 AP.

Some spells, such as Summon Lesser Eidolon and Summon Eidolon may be unavailable.

Requirements

-
No listed cost
Range
-
Up to 3 talismans, scrolls or similar objects you carry do not count towards your burden.

Requirements

-
0 AP
Range
5ft
Keywords
Stun

You attach a Sealing Talisman to the target. Non-heroics become Stunned immediately, while heroic targets must spend 2 AP to remove it from themselves. If they do not remove it by the end of their turn, they become Stunned. While the talisman remains attached, the target is stunned. Anyone within touching distance of the talisman may spend 2 AP to remove the talisman, immediately removing the stun effect. If the talisman is not removed, it lasts until the end of encounter or until the target takes damage. A person can only be affected by 1 Sealing Talisman at a time.

Requirements

The target has 0 RP. Must have a Sealing Talisman in hand.

Special Other
Range
Special
Keywords
Special

You use a talisman you possess that contains a Secret Art. This functions like using a normal talisman. You may only use this once per encounter. Does not count towards your Secret Art usage for this encounter.

Requirements

Special