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  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Table of Contents
  The Onmyōji
  1
  Table: The Onmyōji
  1
  Shikigami
  4
  Table: The Shikigami
  4
  Table: Construct Bonus Hit Points by Size
  5
  Favored Class Bonuses
  6
  Feats
  6
  Onmyōji Feats
  6
  Shikigami Feats
  7
  Friendship Feats
  8
  Onmyōji Petitions
  9
  Table: Militia of Spirits
  12
  Talisman Prayers
  14
  Legal
  19
  The Seven Lucky Gods
  From left to right: Daikokuten, Bishamonten, Ebisu, Fukorokuju, Benzaiten, Hotei, Jurōjin
  i
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  The Onmyōji
  Onmyōdō can be best described as an 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.
  Role: Through a personal bond with the spirits of the
  world,
  an
  onmyōji
  and
  his
  shikigami
  minion
  offer
  powerful
  area
  support
  through
  the
  use
  of
  special
  talismans, as well as the ability to petition for the aid of
  powerful spirits.
  Alignment: Any.
  Hit Die: d6
  Starting Wealth: 2d6 x 10 gp (average 70 gp.) In
  addition, each character begins play with an outfit worth
  10 gp or less.
  The onmyōji's class skills are Bluff (Cha), Craft (any) (Int)
  Diplomacy
  (Cha),
  Heal
  (Wis),
  Linguistics
  (Int),
  Knowledge (arcana) (Int), Knowledge (nature) (Int),
  Knowledge (planes) (Int), Knowledge (religion) (Int),
  Profession (Wis), Ride (Str), Sense Motive (Wis), Survival
  (Wis), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  1
  Table: The Onmyōji
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  The following are all class features of the onmyoji.
  Weapon Proficiency: The onmyōji is proficient with all
  simple weapons, the kukri, the double chicken saber, the
  tonfa, the monk’s spade, and the naginata.
  Armor and Shield Proficiency: Onmyōji are not
  proficient with any kind of armor, but are proficient with
  shields, but not tower shields. If wearing armor or using a
  shield with which he is not proficient, the spirit point cost
  of the onmyōji’s petitions increases by +1 and the
  duration of his talismans is reduced by half.
  Aid of the Minor Kami (Sp): Just as an onmyoji is the
  spirit world's envoy to the realm of mortals, the onmyoji
  uses his shikigami's connections with the minor spirits of
  the spirit world to receive their aid without the need to
  petition
  them
  formally.
  Each
  morning
  when
  he
  replenishes his spirit pool, the onmyoji selects two wizard
  cantrips and two cleric orisons. He retains knowledge of
  the chosen spells until the next time he uses this ability, at
  which point he promptly forgets them before choosing a
  new set of orisons and cantrips. If the onmyoji is within
  20 feet of his shikigami, he may cast any of the chosen
  spells at will with a caster level equal to his onmyoji level.
  The range of this ability will scale with the Hit Dice of the
  shikigami, much like the "connection" abilities on the pet
  itself.
  Shikigami
  An onmyoji begins play with a shikigami, a kami that has
  been bound to his service that resides in an origami paper
  vessel. Full details for the onmyoji's shikigami begin on
  page 4.
  If a shikigami is dismissed, lost, or dies, it can be replaced
  1 week later through a specialized ritual that costs 200 gp
  per onmyōji level. The ritual takes 8 hours to complete.
  Spirit Pool (Su): At 1st level, an onmyōji gains a pool of
  spirit points, a measure of his ability to petition the spirit
  realm for aid. The number of points in an onmyōji's spirit
  pool is equal to his Charisma modifier, plus an additional
  2 for every three onmyōji levels he possesses.
  By spending 1 point from his spirit pool, an onmyōji can
  do one of the following.
  Reach of the Spirits: As a swift action, the onmyōji may
  increase his reach by 5 feet per onmyōji level for the
  purpose of placing talismans. This effect lasts for 1 round.
  Lingering Blessing: As a swift action, the onmyōji may
  increase the remaining duration of a single talisman
  within 60 feet by 5 rounds. There is no limit to how high
  the remaining duration of a talisman can go in this
  fashion.
  Iron Talismans: As a swift action, the onmyōji may
  increase the hardness of all active talismans within 60
  feet by an amount equal to his Wisdom modifier. This is
  an enhancement bonus. This effect lasts for 1 round. An
  onmyōji must be at least 5th level to use this ability.
  Spiritual Beacon: As a swift action, the onmyōji may
  increase the radius of a single o­fuda talisman within 60
  feet by 5 feet. This is an enhancement bonus. This effect
  lasts for the duration of the talisman. An onmyōji must be
  at least 7th level to use this ability.
  If the onmyōji is at least 14th level, he may increase the
  radius of two o­fuda talismans within 60 feet instead.
  Buffered Talisman: As an immediate action, the onmyōji
  may grant a single active talisman temporary hit points
  equal to three times his Wisdom modifier. This effect lasts
  for the duration of the talisman. An onmyōji must be at
  least 11th level to use this ability.
  By spending 2 points from his spirit pool, an onmyōji can
  do one of the following.
  Spiritual Beacon, Greater: As a swift action, the onmyōji
  may increase the radius of a single o­fuda talisman within
  60 feet by 10 feet. This is an enhancement bonus. This
  effect lasts for the duration of the talisman. An onmyōji
  must be at least 11th level to use this ability.
  If the onmyōji is at least 16th level, he may increase the
  radius of two o­fuda talismans within 60 feet instead.
  Lingering Blessing, Mass: As a swift action, the onmyōji
  may
  increase
  the
  remaining
  duration
  of
  all
  active
  talismans within 60 feet by 5 rounds. There is no limit to
  how high the remaining duration of a talisman can go in
  this fashion. An onmyōji must be at least 13th level to use
  this ability.
  Spiritual Talisman: As a swift action, the next talisman
  the onmyōji places this round does not deduct from his
  daily uses of the talismans class feature. An onmyōji must
  be at least 17th level to use this ability.
  O­fudamori: When placing an o­fuda talisman, the
  onmyōji may treat it as an omamori talisman for the
  purpose of its prayer. In all other respects, it is still an o­
  fuda talisman. This ability can only be used if the o­fuda's
  prayer is compatible with both o­fuda and omamori
  talismans. An onmyōji must be at least 20th level to use
  this ability.
  The spirit pool is replenished each morning after 8 hours
  of rest or meditation; these hours do not need to be
  consecutive.
  Susano­o, brother of the sun goddess Amaterasu and
  one of Japan's four major storm gods
  2
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Talismans (Su)
  Onmyōji are known for their connection with the spirits
  that populate the world, and one of the most iconic
  interactions with them is the manufacture of talismans
  fueled
  by
  the
  supernatural
  power
  of
  these
  spirits.
  Talismans are small tokens, usually made of cloth, paper,
  or wood, that have been decorated with glyphs showing
  the provenance of its source of power, and filled with one
  or more prayers that give that power direction.
  An onmyōji begins play with two prayers for which he
  meets all of the prerequisites. (See Section: Onmyoji
  Prayers) At 3rd level and every two onmyōji levels
  thereafter, he gains an additional prayer for which he
  meets all of the prerequisites.
  Talismans come in two flavors: o­fuda and omamori.
  When placing a talisman (see the individual listings for o­
  fuda and omamori talismans), the onmyōji selects a single
  prayer that he knows that is compatible with the chosen
  type of talisman. For its duration, the talisman elicits the
  chosen prayer's effect.
  To place a talisman, an onmyōji must have one hand free
  and a Wisdom score equal to at least 10 + 1/2 the
  minimum level of the prayer added to the talisman. Each
  day, an onmyōji can place a number of talismans equal to
  his onmyōji level + his Wisdom modifier.
  Both o­fuda and omamori talismans never allow saving
  throws. A talisman of any kind has hardness equal to the
  onmyōji's Wisdom modifier and hit points equal to three
  times the onmyōji's class level. Melee attacks made
  against an o­fuda talisman are automatically successful,
  while melee attacks made against an omamori talisman
  are automatically successful if the subject of the talisman
  is willing to have its talisman struck; otherwise, the attack
  is made against the touch AC of the subject +2. Ranged
  attacks are made against an AC of 9 if the target is an o­
  fuda talisman or an omamori talisman worn by a willing
  subject, or made against the touch AC of the subject +2 if
  the subject is unwilling.
  O­fuda
  talismans
  take
  damage
  from
  area
  of
  effect
  abilities, such as the fireball spell, as normal, while
  omamori talismans only take damage from area of effect
  abilities if the subject either rolls a natural “1” on his
  saving throw or intentionally fails its saving throw.
  If a talisman is reduced to 0 hit points, it is destroyed and
  its effects end immediately; otherwise, a talisman has a
  duration of 3 rounds + 1 round per onmyōji level.
  O­fuda: O­fuda talismans were originally designed to
  ward entire households at once, keeping out evil spirits
  and bad luck, or promoting fortune and cheer within its
  boundaries. Taken out of its traditional home and made a
  tool for the adventuring onmyōji, o­fuda talismans are the
  gold standard for area warding. When an o­fuda talisman
  is placed on a solid surface in an unoccupied 5­foot square
  the onmyōji threatens, a standard action, it affects a 10­
  foot radius centered on the talisman. Once placed, an o­
  fuda becomes affixed to that surface and cannot be moved
  unless it is destroyed or its duration ends.
  Omamori: Omamori talismans were originally designed
  for personal protection, and this translates well to the
  adventuring profession. When an omamori talisman is
  placed on a creature occupying a square the onmyōji
  threatens, a standard action, it affects just that creature. If
  the creature is not a willing recipient, then the onmyōji
  must make a melee touch attack. If successful, the
  talisman is affixed to the subject and cannot be removed
  unless it is destroyed or its duration ends. A failed melee
  touch attack provokes attacks of opportunity, but does not
  consume a daily talisman use.
  Petition Spirits (Su): An onmyōji enjoys a solid
  rapport with the spirit world. The various kami know the
  onmyōji's
  name,
  and
  many
  are
  willing
  to
  render
  assistance when asked respectfully and with appropriate
  ritual.
  At
  2nd
  level
  and
  every
  two
  onmyōji
  levels
  thereafter, the onmyōji selects one petition for which he
  meets all the prerequisites. Unless stated otherwise, an
  onmyōji cannot select an individual petition more than
  once.
  To use a petition, an onmyōji must have a Charisma score
  equal to at least 10 + 1/2 minimum level of that petition.
  The Difficulty Class (DC) for a saving throw against an
  onmyōji’s petition is 10 + 1/2 the onmyōji’s class level +
  the onmyōji’s Charisma modifier.
  (Left and above): Amaterasu emerging from Ama­no­
  Iwato (the "Heavenly Rock Cave"), returning sunlight to
  the world
  3
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Shikigami
  A shikigami is a kami, usually summoned by and bound
  to an onmyōji, inhabiting lavishly­folded origami paper as
  an anchor to the physical world. Though a spirit, a
  shikigami's paper vessel is what allows it to interact with
  the world at large, and is considered a construct for the
  purpose of effects that depend on its type. A shikigami's
  Hit Dice, base attack bonus, and base save bonuses are
  dependent upon its master's onmyōji level, and the
  progression of these quantities as it relates to its master's
  onmyōji level is given on Table: The Shikigami.
  A shikigami is a Tiny Construct with a Strength score of 6,
  a Dexterity score as listed on the table below, no
  Constitution score, and a score of 10 in Intelligence,
  Wisdom, and Charisma. It has a base land speed of 20
  feet, a fly speed of 30 feet with perfect maneuverability,
  and a natural slam attack. A shikigami cannot also
  function as a familiar.
  Levels of different classes that are entitled to shikigamis
  stack for the purpose of determining any shikigami
  abilities that depend on the master's level.
  If a shikigami is dismissed, lost, or dies, it can be replaced
  1 week later through a specialized ritual that costs 200 gp
  per onmyōji level. The ritual takes 8 hours to complete.
  4
  Table: The Shikigami
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Master's Class Level: This is the character's onmyōji
  level.
  HD: This is the total number of 10­sided (d10) Hit Dice
  the shikigami possesses. As a shikigami is a construct, it
  does not gain a Constitution modifier.
  BAB: This is the shikigami’s base attack bonus. A
  shikigami’s base attack bonus is equal to its Hit Dice.
  Shikigami do not gain additional attacks using their
  natural weapons for a high base attack bonus.
  Fort Save: This is the shikigami's base Fortitude saving
  throw modifier.
  Reflex Save: This is the shikigami's base Reflex saving
  throw modifier.
  Will Save: This is the shikigami's base Will saving throw
  modifier.
  Skills: This lists the shikigami’s total skill ranks. A
  shikigami can assign skill ranks to any skill, but it may not
  have the necessary appendages to use some skills. A
  shikigami receives a number of skill ranks equal to 2 + its
  Intelligence modifier per HD. A shikigami cannot have
  more ranks in a skill than it has Hit Dice. Shikigami skill
  ranks are set once chosen, but can be resassigned if a
  shikigami is lost or dismissed and a new one is bound to
  the onmyōji.
  The shikigami's class skills are Escape Artist (Dex), Fly
  (Dex), Knowledge (nature) (Int), Knowledge (planes)
  (Int), Knowledge (religion), (Int), Perception (Wis), and
  Stealth (Dex).
  Feats: This is the total number of feats possessed by a
  shikigami. Shikigami can select any feat that they qualify
  for, but they must possess the appropriate appendages to
  use some feats. Shikigami feats are set once chosen, but
  can be reassigned if a shikigami is lost or dismissed and a
  new one is bound to the onmyōji.
  Dex: This is the shikigami's Dexterity score.
  Special: This includes a number of abilities gained by all
  shikigami as they increase in power. Each of these
  bonuses is described below.
  Linked Endurance (Su): If within 20 feet of its master, a
  shikigami gains hardness equal to its master's Wisdom
  modifier.
  Origami Form (Ex): A shikigami is held in an origami
  shell that is made to look like a type of animal. A
  shikigami can be made to look like any kind of familiar,
  but is always Tiny regardless of the size of the thing it is
  made to look like. If within 20 feet of its master, a
  shikigami grants its master the same bonus a wizard gets
  for having a familiar of that type. In addition, the
  shikigami has the natural attacks of the creature whose
  shape into which it is folded.
  Share Talismans (Su): If within 20 feet of its master, a
  shikigami may place talismans, using any prayer that its
  master knows. Talismans placed in this fashion deduct
  from
  the
  onmyōji's
  daily
  allotment.
  Further,
  their
  duration is based on the shikigami's Hit Dice rather than
  the onmyōji's class level; all other effects are based on the
  onmyōji's class level.
  Speak with Master (Ex): A shikigami and the master can
  communicate verbally as if they were using a common
  language.
  Other
  creatures
  do
  not
  understand
  the
  communication without magical help.
  Spirit Pool (Su): Itself a spiritual being, a shikigami has a
  pool of spirit points, a measure of its ability to influence
  the world in strange and miraculous ways. The number of
  points in a shikigami's spirit pool is equal to the number
  of Hit Dice it possesses.
  A shikigami may use any spirit pool ability, such as iron
  talismans, that its master knows, but can only affect
  talismans it has placed itself.
  The spirit pool is replenished whenever its master's spirit
  pool is replenished.
  Powerful Bond (Ex): If the master is 2nd level or higher,
  the range of the shikigami's linked endurance, origami
  form, and share talisman abilities, as well as its master's
  aid of the minor kami class feature, increases by +5 feet
  for every Hit Die the shikigami possesses beyond the first.
  Improved Evasion (Ex): If the master is 5th level or
  higher, when subjected to an attack that normally allows a
  Reflex saving throw for half damage, a shikigami takes no
  damage if it makes a successful saving throw and half
  damage even if the saving throw fails.
  Bulky Spirit (Ex): If the master is 9th level or higher, treat
  the shikigami as though it were one size category larger
  for the purpose of bonus hit points granted to a construct
  based on its size. If the master is 15th level or higher, treat
  the shikigami as though it were two size categories larger
  instead.
  5
  Table: Construct Bonus Hit
  Points by Size
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed race who have
  onmyōji as their Favored Class, and unless otherwise
  stated, the bonus applies each time you select the listed
  Favored Class reward.
  Aasimar – Add +1/3 of a round to the duration added to
  talismans by the lingering blessing and lingering blessing,
  mass spirit pool abilities.
  Drow – Add +1/3 to size of the onmyōji's spirit pool.
  Dwarf – Add +1/2 to the shikigami's hardness.
  Elf ­ The onmyōji's shikigami adds +1/6 of a bonus feat.
  It must meet all of the prerequisites of this bonus feat. If
  the
  shikigami
  is
  lost,
  destroyed,
  or
  dismissed,
  its
  replacement gains this benefit.
  Gnome – Every 5 times this bonus is selected, choose a
  petition. Whenever the onmyōji uses the chosen petition,
  if his shikigami is within 60 feet, he heals the shikigami
  for points of damage equal to his Charisma modifier.
  Half­elf – Add +1/6 of a bonus feat. The onmyōji must
  meet all of the prerequisites of this bonus feat.
  Halfling – Add +1/4 to initiative checks when within
  arm's reach of the shikigami.
  Half­orc
  –
  Every
  3
  times
  this
  bonus
  is
  selected,
  successfully placing an omamori on an unwilling creature
  deals 1 point of bleed damage. This damage stacks with
  other bleed effects.
  Hobgoblin – Add +2 to the hit points of talismans placed
  by the onmyōji.
  Human – Every 7 times this bonus is selected, add +5 feet
  to the radius of effect of the onmyōji's o­fuda talismans.
  Kobold – Add +1/3 to the number of talismans the
  onmyōji can place daily.
  Orc – Every 3 times this bonus is selected, successfully
  placing an omamori on an unwilling creature deals 1 point
  of bleed damage. This damage stacks with other bleed
  effects.
  Puddling – Add +1/6 to both the size of the onmyōji's
  spirit pool and the number of talismans he can place
  daily.
  Tiefling – Creatures who damage a talisman under the
  effects of the iron talismans spirit pool ability in melee
  take damage equal to half the number of times this
  favored class bonus has been selected.
  Feats
  Onmyōji Feats
  Aid of the Arcane
  Your shikigami is fairly popular among the kami
  responsible
  for
  tending
  the
  world's
  arcane
  weave.
  Harnessing
  this
  unexpected
  aid,
  you
  find
  yourself
  capable of tapping deeper into this weave than can the
  average onmyoji.
  Prerequisite: Aid of the minor kami class feature
  Benefit: Your aid of the minor kami class feature allows
  you to select an additional wizard cantrip whenever you
  replenish your spirit pool.
  In addition, you may cast magic missile 1/day as a spell­
  like ability with a caster level equal to your onmyōji level.
  Normal: The aid of the minor kami class feature grants
  knowledge of two wizard cantrips and two cleric orisons.
  Aid of the Earth
  Every rock, every tree, and every blade of grass has its
  own attendant spirit. Your shikigami knows most of
  them by name. This happy coincidence allows you to
  draw upon the might of the earth itself, if in a fairly
  roundabout fashion.
  Prerequisite: Aid of the minor kami class feature
  Benefit: Your aid of the minor kami class feature allows
  you to select a druid orison whenever you replenish your
  spirit pool.
  In addition, you may cast create flame 1/day as a spell­
  like ability with a caster level equal to your onmyōji level.
  Normal: The aid of the minor kami class feature grants
  knowledge of two wizard cantrips and two cleric orisons.
  Aid of the Minor Deity
  A fair number of kami become their own distinct entity in
  the minds of mortals. The god of a local hot spring,
  locally notable, but regionally unimportant, is a prime
  example.
  Prerequisite: Aid of the minor kami class feature
  Benefit: Your aid of the minor kami class feature allows
  you to select an additional cleric orison whenever you
  replenish your spirit pool.
  In addition, you may cast cure light wounds 1/day as a
  spell­like ability with a caster level equal to your onmyōji
  level.
  Normal: The aid of the minor kami class feature grants
  knowledge of two wizard cantrips and two cleric orisons.
  6
  Feats
  Onmyoji Feats
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Aid of the Minstrel
  Being immortal creatures, many kami pick up an art of
  some sort to while away the time. A minor spirit
  responsible for making sure the grass in a single small
  field grows properly may take up weaving little baskets
  from blades of grass, while others take up music. Your
  shikigami is familiar with many such minor kami, and
  their skills are yours for the asking.
  Prerequisite: Aid of the minor kami class feature
  Benefit: Your aid of the minor kami class feature allows
  you to select an additional bard cantrip whenever you
  replenish your spirit pool.
  In addition, you may cast charm person 1/day as a spell­
  like ability with a caster level equal to your onmyōji level.
  Normal: The aid of the minor kami class feature grants
  knowledge of two wizard cantrips and two cleric orisons.
  Ally of the Kami
  The kami like you, and tend to bend over backwards to
  ensure you stay safe.
  Prerequisite: Extra Petition, spirit pool class feature
  Benefit: The size of your spirit pool increases by +3.
  Special: You can gain Ally of the Kami multiple times,
  but cannot gain Ally of the Kami more times than you
  have gained Extra Petition. Its effects stack.
  Extra Aid
  Your shikigami's connections with the minor kami of the
  spirit world are fairly extensive.
  Prerequisite: Aid of the Arcane OR Aid of the Earth OR
  Aid of the Minor Deity OR Aid of the Minstrel
  Benefit: You may cast each of the spell­like abilities
  granted by the Aid of the Arcane, Aid of the Earth, Aid of
  the Minor Deity, and Aid of the Minstrel feats an
  additional time per day.
  Extra Petition
  You have forged more relationships with powerful kami
  than your peers have.
  Prerequisite: Petition spirits class feature
  Benefit: You gain one additional petition. You must meet
  all of the prerequisites for this petition.
  Special: You can gain Extra Petition multiple times.
  Extra Prayer
  You have been asked for many ridiculous talismans over
  the course of your career.
  Prerequisite: Talismans class feature
  Benefit: You gain one additional talisman prayer. You
  must meet all of the prerequisites for this talisman prayer.
  Special: You can gain Extra Prayer multiple times.
  Favored of the Great Kami
  A powerful kami spirit has taken a shine to you for some
  reason, and it takes less asking to get her to help you.
  Prerequisite: Petition spirits class feature
  Benefit: Choose a single petition that you know. The
  spirit point cost of that petition is reduced by ­1, to a
  minimum of 1.
  Glowing Spirituality
  It is easy for the kami to take notice of your actions when
  your soul glows like a lighthouse in the midst of a fog.
  Prerequisite: Onmyōji level 10th, petition spirits class
  feature
  Benefit: Choose an ability granted by the spirit pool class
  feature, such as iron talismans. Whenever you use that
  ability, you gain 1 temporary spirit point. This temporary
  spirit point lasts until the end of your turn.
  Petition the Minor Kami
  You are adept at formally leveraging your shikigami's
  connections.
  Prerequisite: Gift of the arcane petition OR gift of the
  earth petition OR gift of the minor deity petition OR gift
  of the minstrel petition
  Benefit: The first "gift" petition you use each day, gift of
  the arcane, gift of the earth, gift of the minor deity, or gift
  of the minstrel, has its spirit point cost set to 0.
  Improved Shikigami
  Though you may have outright captured it in a shell of
  paper, you care for your shikigami. After all, it’s your
  most constant ally.
  Prerequisite: Onmyōji level 8th, shikigami class feature
  Benefit: Your shikigami gains a bonus feat. It must meet
  all of the prerequisites of this feat. If your shikigami is lost
  or dismissed, its replacement gains a bonus feat once it is
  bound to you.
  7
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Shikigami Feats
  Bejeweled Spirit
  You’re one of those spirits who likes gold.
  Prerequisite: Must be a shikigami
  Benefit: You can wear an item in the neck slot.
  Normal: A shikigami cannot wear or wield equipment.
  Best Friends in High Places
  The mortals have made a huge story out of that time
  Ame­no­Uzume­no­Mikoto danced in the nude to get
  Amaterasu to quit moping and come out of a cave. You
  were there, and it was hilarious!
  Prerequisite: Friends in High Places
  Benefit:
  Choose
  one
  petition
  that
  you
  know.
  The
  Difficulty Class of all saving throws called for by that
  petition increases by +2. In addition, you treat your
  effective onmyōji level as though it were +2 higher for the
  purpose of the chosen petition.
  Bountiful Influence
  You can maintain a link with your master at a greater
  range.
  Prerequisite: Powerful bond ability
  Benefit: Treat your Hit Dice as though it were +2 higher
  for the purpose of the powerful bond ability.
  Exceptional Spirit
  You are better, faster, or stronger than the average
  spirit.
  Prerequisite: Must be a shikigami
  Benefit: Choose an ability score other than Constitution.
  You gain a +2 insight bonus to the chosen ability score.
  Special: You can gain Exceptional Spirit multiple times.
  Each time, choose a different ability score.
  Daikokuten, conspicuously hammerless member of the
  Seven Lucky Gods
  Friends in High Places
  The onmyōji speaks of some kami as though they were
  gods. For you, that "god" is simply the old guy who lives
  down the block, and he owes you a favor.
  Prerequisite: Spirit pool class feature, must be a
  shikigami, master must have the petition spirits class
  feature
  Benefit: Choose one petition that your master knows.
  You may use this petition as though you were an onmyōji
  whose class level is equal to your Hit Dice. You do not
  need to meet the prerequisites of the petition.
  Special: You may take this feat multiple times. Each
  time, choose a different petition that your master knows.
  Raijin, god of lightning, thunder, and storms
  Powerful Spirit
  As a spirit yourself, your spirit pool is not a measure of
  how powerful your connection with the spirit world is,
  but how powerful you are yourself. Luckily for your
  onmyōji, you're kind of a big deal. Unluckily for yourself,
  you’re not a big enough deal to have gotten out of being
  bound to a piece of paper in the first place.
  Prerequisite: Spirit pool class feature, must be a
  shikigami
  Benefit: The size of your spirit pool increases by +2. In
  addition, your maximum hit points increase by +2.
  Special: You can take this feat multiple times. Its effects
  stack.
  Selfish Spirit
  Omamori are used to protect individuals, but the most
  important individual is yourself!
  Prerequisite: Share talismans class feature, must be a
  shikigami
  Benefit: Whenever you place an omamori on yourself, if
  you are within 20 feet + 5 feet/HD of your master, the
  duration of that omamori is based on your master's
  onmyōji level.
  Normal: The duration of talismans you place is based on
  your Hit Dice.
  8
  Shikigami Feats
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Friendship Feats
  What are Friendship Feats?
  Friendship feats represent a close relationship with one of
  the Seven Lucky Gods, Buddhist figures who have been
  assimilated into Japanese culture, sometimes with some
  fairly dramatic changes. Each of the Seven Lucky Gods
  has a representative petition, and an onmyōji may take
  the corresponding friendship feat to make that petition
  significantly more powerful. Beware, only one friendship
  feat can be taken at a time!
  Friend of Benzaiten (Friendship)
  You are an ally of the singer herself, and her song
  inspires greater confidence because of this.
  Prerequisite: Onmyōji level 12th, know the song of
  benzaiten petition
  Benefit: The song of benzaiten petition now increases all
  morale bonuses granted to the subject by +1.
  Normal: The song of benzaiten petition increases the
  largest morale bonus granted to the subject by +1.
  Special: You may only have one friendship feat.
  Friend of Bishamonten (Friendship)
  You are one of Bishamonten's favored spirit speakers,
  and he is willing to come to your aid at a greater
  capacity.
  Prerequisite:
  Onmyōji
  level
  14th,
  know
  the
  bishamonten's fury petition
  Benefit: The bishamonten's fury petition now causes the
  subject to roll three times and take the best result for the
  first attack it makes each round.
  Normal: The subject of bishamonten's fury rolls twice
  and takes the better result for the first attack it makes
  each round.
  Special: You may only have one friendship feat.
  Friend of Daikoku­ten (Friendship)
  When you're friends with the guy with the hammer,
  every shopping trip is a nail.
  Prerequisite: Onmyōji level 8th, know the bounty of the
  magic mallet petition
  Benefit: Your first daily use of the bounty of the magic
  mallet petition costs 0 spirit points.
  Special: You may only have one friendship feat.
  Friend of Ebisu (Friendship)
  There's always a bigger fish on one of Ebisu's lines, and
  he's one to share with his friends.
  Prerequisite: Onmyōji level 12th, know the ebisu's catch
  petition
  Benefit: The ebisu's catch petition now targets an
  unoccupied 10­foot square. The carp produced by this
  petition now occupies a 10­foot square.
  Normal: The carp produced by the ebisu's catch petition
  occupies a 5­foot square.
  Special: You may only have one friendship feat.
  Friend of Fukurokuju (Friendship)
  Though Furkurokuju has a monopoly on raising the
  dead, he's willing to do so with less pomp and ritual if it's
  for a friend.
  Prerequisite: Onmyōji level 14th, know the fukorokuju's
  call petition
  Benefit:
  The
  material
  components
  cost
  of
  the
  fukorokuju's call petition is reduced by half, to a cost of
  2,500 gp.
  Special: You may only have one friendship feat.
  Friend of Hotei (Friendship)
  Like Hotei, you have learned to protect your happiness
  with a good belly laugh.
  Prerequisite: Onmyōji level 10th, know the hotei's
  contentment petition
  Benefit:
  While
  holding
  a
  charge
  of
  the
  hotei's
  contentment petition, you are immune to fear.
  Special: You may only have one friendship feat.
  Friend of Jurōjin (Friendship)
  Those who have known you for a number of years have
  begun to ask how you remain so remarkably well­
  preserved. The answer is simple: you befriended the
  right deity.
  Prerequisite: Onmyōji level 16th, know the longevity of
  jurōjin petition
  Benefit: The longevity of jurōjin petition now grants fast
  healing equal to your Wisdom modifier if the subject's hit
  point total is negative.
  Special: You may only have one friendship feat.
  9
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Onmyōji Petitions
  A Thousand Defenders [force]
  Requires: Onmyōji 6
  Range: 30 ft.
  Target: you
  Casting Time: 1 standard action
  Duration: 1 round/level
  Cost: 2 Spirit Points
  The onmyōji's cry for aid rings through the earth itself,
  calling up the spirits of fallen warriors, which manifest in
  spectral versions of the weapons they wielded in life.
  Creatures that begin their turn within 30 feet of the
  onmyōji take 1d8 + half the onmyōji's class level, rounded
  down, force damage with a Reflex save for half.
  Advice of Kuebiko
  Requires: Onmyōji 4
  Range: personal
  Target: you
  Casting Time: 1 round
  Duration: instantaneous
  Cost: 2 Spirit Points
  Material Components: Scented straw and clothing worth
  25 gp
  The scarecrow god Kuebiko is said to be wise and
  knowledgeable because he's outside all day, every day. For
  the same reason, Kuebiko is always in need of a new set of
  dry clothing. Clever onmyōji know that supplying the
  latter gets access to the former.
  The onmyōji asks Kuebiko whether a particular action will
  bring good or bad results for him in the immediate future.
  Particularly convoluted questions are known to upset
  Kuebiko, and he may give a vague answer in return if
  somebody tries to get smart with him. When not annoyed,
  Kuebiko likes to answer simply and clearly with one of the
  following four responses.
  •
  Weal (if the action will probably bring good
  results).
  •
  Woe (for bad results).
  •
  Weal and woe (for both).
  •
  Nothing (for actions that don't have especially
  good or bad results).
  Though Kuebiko's wisdom is almost without parallel, even
  he can see into the future only about half an hour, so
  anything that might happen after that does not affect his
  answer. Thus, the result might not take into account the
  long­term consequences of a contemplated action. All
  queries sent to Kuebiko by the same person about the
  same topic elicit the same answer.
  Fujin, god of winds and storms
  Aegis of the Sworn Defender
  Range: personal
  Target: you
  Casting Time: 1 immediate action
  Duration: 1 round or until discharged, see text
  Cost: 1 Spirit Point
  A shield of pure spiritual energy springs up in front of the
  onmyōji, granting him temporary hit points equal to twice
  his onmyōji level. The next time the onmyōji takes
  damage, the shield absorbs what it can, then falters and
  vanishes, ending the petition immediately. If, while this
  petition is active, the onmyōji is dealt more damage from
  a single source than the number of temporary hit points
  granted by this petition, the spirit point cost of all
  petitions increases by +1 for 1 round.
  Aid of the Functionaries
  Requires: Onmyōji 6
  Range: 60 ft.
  Area: All creatures within a 60­ft. radius centered on you
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 1 Spirit Point
  The
  onmyōji
  appeals
  to
  the
  spirits
  of
  the
  great
  functionaries and clerks of the past. Dozens of spectral
  inkpots, sheafs of parchment, and calligraphy pens appear
  in mid­air and go about recording every last detail of
  those in the area of the petition. For the duration of this
  petition, the onmyōji has access to information regarding
  the health of all creatures within 60 feet of him, as though
  they were under the effects of the status spell. The radius
  of this petition moves with the onmyōji.
  Amaterasu's Brilliance
  Requires: Onmyōji 12
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: 1 round/2 levels
  Cost: 1 Spirit Point
  The onmyōji glows with the blessing of the sun goddess
  herself. Creatures who begin their turn adjacent to the
  onmyōji are blinded for 1 round with a Fortitude save to
  negate.
  Bishamonten's Fury
  Requires: Onmyōji 8
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Duration: 1 round/3 levels
  Cost: 1 Spirit Point
  The onmyōji appeals to Bishamonten, warrior­guardian of
  the Seven Lucky Gods. Accordingly, the subject's eyes
  begin to glow red with the influence of the great warrior
  himself, granting the subject a +2 morale bonus on attack
  rolls. In addition, the subject rolls twice and takes the
  better result for the first attack it makes each round.
  10
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Bounty of the Magic Mallet
  Requires: Onmyōji 8
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: permanent
  Cost: 2 Spirit Points
  Daikoku­ten, member of the Seven Lucky Gods, is
  associated with commerce and trade, as well as with
  owning a powerful "magic wishing mallet" that can simply
  swing at thin air and smack whatever it is he desires into
  being. This weapon has made him a household figure, and
  his favor can be quite powerful indeed.
  A
  plaintive
  request
  to
  Daikoku­ten
  results
  in
  a
  spontaneously­generated pile of commercial goods. The
  onmyōji selects a single commercially­available, non­
  magical item with a market value of 25 gp or less for every
  three onmyōji levels he possesses. The selected items
  appear in the onmyōji's bags, in his open hands, at his feet
  in the space he occupies, or wherever makes the most
  sense at the time. He may consume or give away these
  objects freely, but should anyone attempt to sell or
  manufacture another object with an object produced in
  this
  manner,
  it
  vanishes
  immediately.
  Daikoku­ten
  demands that a fortune be made through effort, not by
  begging his hammer. Whenever an onmyōji uses this
  petition, all objects made by this petition the last time it
  was used vanish.
  Consult the Calendar
  Requires: Onmyōji 12
  Range: 2 miles
  Area: 2­mile radius centered on the onmyōji
  Casting Time: 10 minutes
  Duration: 1 day
  Cost: 3 Spirit Points
  The onmyōji changes the weather as the control weather
  spell. Raijin's thunderclap deals an additional point of
  damage per damage die within the bounds of this
  petition's area of effect.
  Contentment of Hotei
  Requires: Onmyōji 10
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: 1 hour or until discharged
  Cost: 1 Spirit Point
  The onmyōji appeals to Hotei, god of happiness, for help
  with being content with the world as it is. The next willing
  creature to rub the onmyōji's belly, a standard action that
  provokes attacks of opportunity, may immediately make a
  new saving throw against a single illusion effect affecting
  it. The rubbing creature chooses the illusion effect to
  contest in this manner. If this new saving throw is
  successful, the illusion effect ends immediately. The
  onmyōji may rub his own belly.
  Ebisu's Catch
  Requires: Onmyōji 10
  Range: 60 ft.
  Target: an unoccupied 5­foot square
  Casting Time: 1 standard action
  Duration: 1 round/2 levels
  Cost: 2 Spirit Points
  Ebisu, fisherman of the Seven Lucky Gods, always has an
  extra fish to lend to those in need. An enormous, flopping
  carp appears out of nowhere and lands in the designated
  5­foot square. Once per round as a swift action, if the
  onmyōji is within range of the carp, he may direct the carp
  to flop into the air and land in a 5­foot square that is both
  within 20 feet of the carp and within 60 feet of the
  onmyōji. If another creature occupies this 5­foot square,
  the carp makes a combat maneuver check against that
  creature with a CMB equal to the onmyōji's class level +
  his
  Wisdom
  modifier.
  If
  the
  combat
  maneuver
  is
  successful, the creature occupying the 5­foot square takes
  4d6 points of bludgeoning damage and is knocked prone.
  The carp makes a combat maneuver check, as detailed
  above, against creatures that begin their turn in a 5­foot
  square occupied by it.
  Fūjin's Wake
  Range: 30 ft.
  Target: all allies in a 30­ft.­radius burst centered on the
  onmyōji
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 1 Spirit Point
  A gust of wind from Fūjin's windbag grants all allies in the
  area of effect a +10­foot bonus to base land speed. This is
  an enhancement bonus. In addition, when an affected ally
  charges, it gets a bonus to its next damage roll made that
  round equal to half the onmyōji's class level. This bonus to
  base land speed increases by +5 feet for every five levels
  the onmyōji possesses.
  Ebisu, fisherman of the Seven Lucky Gods
  11
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Fukorokuju's Call
  Requires: Onmyōji 14
  Range: touch
  Target: dead creature touched
  Casting Time: 10 minutes
  Duration: instantaneous
  Cost: 4 Spirit Points
  Material Components: Incense, silks, and powdered silver
  worth 5,000 gp
  Though Jurōjin and Hotei are associated with longevity
  and happiness, respectively, Fukorokuju is associated
  with happiness, longevity, and wealth all at once, and is
  the only member of the Seven Lucky Gods who is known
  to be able to raise the dead. Accordingly, when an onmyōji
  needs help reattaching an eternal spirit to a mortal body,
  it is Fukorokuju and Fukorokuju alone who can help.
  Petitioning
  Fukorokuju
  restores
  life
  to
  a
  deceased
  creature. This petition can raise a creature that has been
  dead for no longer than 1 week per onmyōji class level. In
  addition, the subject's soul must be free and willing to
  return. If the subject's soul is not willing to return, the
  petition does not work.
  Coming back from the dead is an ordeal. The subject of
  the petition gains two permanent negative levels when it
  is raised, just as if it had been hit by an energy­draining
  creature. If the subject is 1st level, it takes 2 points of
  Constitution drain instead (if this would reduce its Con to
  0 or less, it can't be raised). A character who died with
  spells prepared has a 50% chance of losing any given spell
  upon being raised. A spellcasting creature that doesn't
  prepare spells (such as a sorcerer) has a 50% chance of
  losing any given unused spell slot as if it had been used to
  cast a spell.
  A raised creature has a number of hit points equal to its
  current HD. Any ability scores damaged to 0 are raised to
  1. Normal poison and normal disease are cured in the
  process of raising the subject, but magical diseases and
  curses are not undone. While the petition closes mortal
  wounds and repairs lethal damage of most kinds, the
  body of the creature to be raised must be whole.
  Otherwise, missing parts are still missing when the
  creature is brought back to life. None of the dead
  creature's equipment or possessions are affected in any
  way by this spell.
  A creature who has been turned into an undead creature
  or killed by a death effect can't be raised by this petition.
  Constructs, elementals, outsiders, and undead creatures
  can't be raised. The petition cannot bring back a creature
  that has died of old age.
  Gift of the Arcane
  Requires: Aid of the Arcane, Onmyōji 4
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 3 Spirit Points
  The onmyōji formally petitions some of the lesser spirits
  who have long helped him informally thanks to his
  shikigami. Select a single 1st­level spell from the wizard
  spell list. The onmyōji gains the ability to cast this spell
  three times as a spell­like ability with a caster level equal
  to his onmyoji level. This petition lasts until the onmyōji
  performs his third casting of the chosen spell, until he
  replenishes his spirit point pool, or until he uses this
  petition again, whichever comes first.
  At 11th level, the spirit point cost of this petition decreases
  by ­1. This does not stack.
  Gift of the Earth
  Requires: Aid of the Earth, Onmyōji 4
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 3 Spirit Points
  The onmyōji formally petitions some of the lesser spirits
  who have long helped him informally thanks to his
  shikigami. Select a single 1st­level spell from the druid
  spell list. The onmyōji gains the ability to cast this spell
  three times as a spell­like ability with a caster level equal
  to his onmyoji level. This petition lasts until the onmyōji
  performs his third casting of the chosen spell, until he
  replenishes his spirit point pool, or until he uses this
  petition again, whichever comes first.
  At 11th level, the spirit point cost of this petition decreases
  by ­1. This does not stack.
  Gift of the Minor Deity
  Requires: Aid of the Minor Deity, Onmyōji 4
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 3 Spirit Points
  The onmyōji formally petitions some of the lesser spirits
  who have long helped him informally thanks to his
  shikigami. Select a single 1st­level spell from the cleric
  spell list. The onmyōji gains the ability to cast this spell
  three times as a spell­like ability with a caster level equal
  to his onmyoji level. This petition lasts until the onmyōji
  performs his third casting of the chosen spell, until he
  replenishes his spirit point pool, or until he uses this
  petition again, whichever comes first.
  At 11th level, the spirit point cost of this petition decreases
  by ­1. This does not stack.
  12
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Gift of the Minstrel
  Requires: Aid of the Minstrel, Onmyōji 4
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 3 Spirit Points
  The onmyōji formally petitions some of the lesser spirits
  who have long helped him informally thanks to his
  shikigami. Select a single 1st­level spell from the bard
  spell list. The onmyōji gains the ability to cast this spell
  three times as a spell­like ability with a caster level equal
  to his onmyoji level. This petition lasts until the onmyōji
  performs his third casting of the chosen spell, until he
  replenishes his spirit point pool, or until he uses this
  petition again, whichever comes first.
  At 11th level, the spirit point cost of this petition decreases
  by ­1. This does not stack.
  Gifts Abound
  Requires: Any two of ­ Gift of the Arcane, Gift of the
  Earth, Gift of the Minor Deity, Gift of the Minstrel,
  Onmyōji 10
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 0 Spirit Points
  Though it galls the kami who have so graciously given him
  their
  power,
  the
  onmyōji
  may
  request
  cooperation
  between the various groups of kami that give him aid.
  Given the spirit speaker's status among their people, the
  minor spirits reluctantly agree to work together.
  When casting a spell­like ability granted by any of the
  following feats or petitions, Aid of the Arcane, gift of the
  arcane, Aid of the Earth, gift of the earth, Aid of the Minor
  Deity, gift of the minor deity, Aid of the Minstrel, or gift
  of the minstrel, he may expend a use of any other spell­
  like ability granted from an ability on the aforementioned
  list rather than expend a use of the spell­like ability he is
  actually casting. Each time the onmyōji consumes a use of
  another spell­like ability to power the one he is casting,
  there is a cumulative 10% chance that the kami quit
  cooperating and begin bickering and fighting instead.
  This does not affect the casting of the current spell­like
  ability, but the petition ends immediately after casting
  that spell. This petition may only be used once per day
  and lasts until the onmyōji refreshes his spirit point pool
  or until the kami quit cooperating and begin to bicker,
  whichever comes first.
  If this petition is used by a shikigami, then the cumulative
  chance that the kami quit cooperating and begin bickering
  and fighting instead is reduced to 5%. This reflects the
  fact that the shikigami considers these minor kami to be
  personal friends, knows their quirks, and understands
  how to get them to sit around a table and cooperate for a
  longer period of time.
  Kami of the MorningDew
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Duration: 1 minute
  Cost: 1 Spirit Point
  The onmyōji asks for the aid of nearby nature spirits. A
  strange being, about the size of a child's doll and
  composed entirely of hovering dewdrops, appears in the
  space occupied by the subject. The next time the subject
  takes damage, the dew­being explodes in a spray of fine
  mist, healing that ally for 1d8 points of damage, plus an
  additional 1d8 points of damage for every two class levels
  the onmyōji possesses. After the dew­being explodes, this
  petition ends immediately. If the duration of the petition
  expires naturally, the dew­being explodes, healing the
  subject.
  Kami’s Vigilance
  Requires: Onmyōji 12
  Range: 60 ft.
  Target: one extraplanar creature
  Casting Time: 1 standard action
  Duration: instantaneous
  Cost: 2 Spirit Points
  The kami have worked hard to get the world to work as
  nicely as it does, and have even gone so far as to assign
  spirits to individual pebbles to ensure that those pebbles
  continue being proper pebbles. As such, all the onmyōji
  need do to prompt a forced deportation is point out that
  something doesn’t belong.
  This petition forces an extraplanar creature back to its
  proper plane if it fails a Will save. If the petition is
  successful, the creature is instantly whisked away, but
  there is a 50% chance of actually sending the subject to a
  plane other than its own. Kami don’t really care where the
  outsider goes, so long as it’s no longer where they live.
  Longevity of Jurōjin
  Requires: Onmyōji 16
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Duration: 1 round/2 levels
  Cost: 2 Spirit Points
  The onmyōji beseeches Jurōjin, god of longevity, for the
  blessing of long life. The shadow of the subject becomes
  that of a deer. The next time the subject would be killed by
  hit point damage, he instead falls into a kind of stasis,
  neither dead nor alive, but utterly lifeless to an outside
  observer. While in stasis, the subject is helpless and can
  be healed or take additional hit point damage as normal.
  When the petition ends, if the subject's hit point total is
  such that he would not be dead were he not in stasis, then
  the subject comes out of stasis alive and well, or, at the
  very least, bleeding out and on the verge of death;
  otherwise, the subject comes out of stasis dead.
  13
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Lucky Day
  Requires: Onmyōji 6
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: 24 hours
  Cost: 4 Spirit Points
  The onmyōji's divinations have revealed that today will be
  a glorious day! Fortune shines upon the world, making it
  an excellent day for a festival, or for toppling a firmly­
  entrenched foe. The onmyōji gains the following ability.
  Fortune (Ex): As an immediate action, you can reroll any
  one d20 roll that you have just made before the results of
  the roll are revealed. You must take the result of the
  reroll, even if it’s worse than the original roll. You can use
  this ability twice per day, and one additional time per day
  for every five onmyōji levels you possess.
  Using lucky day ends unlucky day immediately.
  Militia of Spirits
  Requires: Onmyōji 4
  Range: 60 feet
  Effect: one summoned elemental creature
  Casting Time: 1 round
  Duration: 1 round/level
  Cost: 2 Spirit Points
  The onmyōji petitions the spirits of the land itself, and
  some of them rise up to lend their aid, for a time. Choose
  air, earth, fire, or water. An elemental of the chosen type
  appears
  where
  the
  onmyōji
  designates
  and
  acts
  immediately,
  on
  his
  turn.
  It
  attacks
  the
  onmyōji's
  opponents to the best of its ability. If he can communicate
  with his elemental, the onmyōji can direct it not to attack,
  to attack particular enemies, or to perform other actions.
  The size of the elemental that comes to the onmyōji's aid
  is based on his onmyōji level, as given by the table below.
  When using this petition, the onmyōji may choose to take
  a ­3 penalty to his effective onmyōji level for the purpose
  of determining the size of the elemental called forth by
  this petition. If he does, an additional elemental rises up
  to assist the onmyōji. This penalty can be taken multiple
  times. If an onmyōji summons additional elementals in
  this manner, he may choose a different element for each
  elemental summoned. For example, a 15th level onmyōji
  may take a ­6 penalty to his effective onmyōji level to
  summon a large air elemental, a large earth elemental,
  and a large fire elemental.
  Elementals called forth in this manner are not summoned
  creatures. They are spirits of the land itself and are
  assisting the onmyōji because they want to, not because
  they are being coerced into doing so. As they are native
  beings, certain types of elemental may be unavailable in
  exceptional locations. For example, water elementals
  likely won't exist in the Elemental Plane of Fire, and earth
  elementals may be scarce in a city nestled in the clouds.
  Omoikane’s Council
  Requires: Onmyōji 14
  Range: 60 feet
  Area: all allies in a 60­foot radius centered on you
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 2 Spirit Points
  Omoikane
  is
  a
  knowledge
  god
  with
  a
  particularly
  interesting way of going about expressing the core of his
  portfolio. Though a very intelligent being on his own, his
  greatest talent is his ability to meld minds together to
  combine their greatest strengths.
  If an ally in the area has more ranks in a Knowledge skill
  than any other ally in the area, or is tied for the most
  ranks, then all other allies in the area have that many
  ranks in that Knowledge skill, to a maximum of their Hit
  Dice.
  On the Spring Breeze
  Requires: Onmyōji 4
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 1 Spirit Point
  The onmyōji summons thousands of ethereal cherry
  blossoms,
  which
  surround
  the
  subject
  and
  grant
  a
  measure of supernatural buoyancy. The subject gains a fly
  speed of 30 feet with good maneuverability, trailing these
  cherry blossoms wherever he goes. At 8th level and every
  four onmyōji levels thereafter, the fly speed granted to the
  subject increases by +10 feet.
  14
  Table: Militia of Spirits
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Raijin's Thunderclap [electricity]
  Range: 120 ft.
  Target: one creature
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: instantaneous
  A peal of lightning strikes the target, dealing 1d4 points of
  electric damage per onmyōji level with a Reflex save for
  half damage. Starting at 10th level, creatures that fail
  their Reflex save against this petition are shaken for 1
  round.
  Reborn in Spring
  Range: 30 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: 1 minute
  Leaves and twigs sprout from the body of the subject,
  healing the subject for points of damage equal to the
  onmyōji's
  class
  level
  immediately
  and
  granting
  fast
  healing 1. This fast healing increases by +1 for every four
  levels the onmyōji possesses. Unliving creatures, such as
  undead and constructs, are immune to this petition.
  Scream of the Dishonored [sonic]
  Requires: Onmyōji 10
  Range: 30 ft.
  Area: cone­shaped burst
  Casting Time: 1 standard action
  Cost: 2 Spirit Points
  Duration: instantaneous
  There
  are
  those
  who
  died
  in
  less
  than
  honorable
  circumstances, and, once the memories of mortal life
  become dull and faded, it is the crucial moment of
  dishonor that burns forever in the mind. The onmyōji
  calls forth these tortured beings, which let loose a
  collective howl of self­pitying anguish, dealing 1d4 points
  of sonic damage per onmyōji class level to creatures in the
  area. A successful Fortitude fortitude save halves the
  damage. Creatures who fail their Fortitude save are
  demoralized for 1d4 rounds.
  Song of Benzaiten [mind­affecting]
  Requires: Onmyōji 10
  Range: 30 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: 1 round/level
  Like most of the other Seven Lucky Gods, Benzaiten
  presides over wealth and happiness, but she is also the
  goddess of music, and it is this that sets her apart. A
  gentle song of hope and happiness plays in the subject's
  mind, granting immunity to fear and increasing the
  largest single morale bonus granted to the subject, if any,
  by +1.
  The Persuader's Charm [mind­affecting]
  Requires: Onmyōji 6
  Range: 60 ft.
  Target: one creature
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: 1 round/level
  Ame­no­Uzume­no­Mikoto is a goddess of mirth and
  revelry who is demonstrably adept at getting others to do
  what she wants. Amusingly, she’s gotten so good at this
  that she tends to ask for several conflicting favors at once.
  When called upon by an onmyōji, she manifests as a
  whirlwind of riotous laughter, which burrows into the
  mind of the subject. Each round, the subject must make a
  Will save or be confused for 1 round.
  The Trickster's Touch
  Requires: Onmyōji 4
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: 1 minute/level (D)
  Cost: 1 Spirit Point
  With the help of Tanuki, the onmyōji assumes the form of
  any Small or Medium creature of the humanoid type. If
  the form he assumes has any of the following abilities, he
  gains the listed ability: darkvision 60 feet, low­light
  vision, scent, and swim 30 feet.
  Small creature: If the form the onmyōji takes is that of a
  Small humanoid, he gains a +2 size bonus to his
  Dexterity.
  Medium creature: If the form the onmyōji takes is that of
  a Medium humanoid, he gains a +2 size bonus to his
  Strength.
  Unlucky Day
  Requires: Onmyōji 8
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: 24 hours
  Cost: 5 Spirit Points
  The onmyōji's divinations suggest that today will be a
  horribly unlucky day! Do absolutely nothing out of the
  ordinary, and invest additional vigilance in everyday
  tasks, for anything that can go bad will go bad. The
  onmyōji gains the following ability.
  Misfortune (Ex): As an immediate action, you can force a
  creature within 30 feet to reroll any one d20 roll that it
  has just made before the results of the roll are revealed.
  The creature must take the result of the reroll, even if it’s
  worse than the original roll. Once a creature has suffered
  from your misfortune, it cannot be the target of this
  ability again for 1 day.
  Using unlucky day ends lucky day immediately.
  15
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Voice of the Spirits
  Requires: Onmyōji 8
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: 1 hour/level
  The
  onmyōji
  gains
  the
  ability
  to
  speak,
  read,
  and
  understand the language of any intelligent creature,
  whether it is a racial tongue or a regional dialect. He may
  speak only one language at a time, although he may be
  able to understand several languages. Voice of the spirits
  does not enable the onmyōji to speak with creatures who
  don't speak. The onmyōji can make himself understood as
  far as his voice carries.
  Yakushi’s Gift
  Requires: Onmyōji 6
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Cost: 2 Spirit Points
  Duration: instantaneous
  The benevolent Yakushi is a god of healing whose primary
  focus is in the curing of illness and deformities rather
  than in their prevention. When petitioning Yakushi,
  choose disease or poison. The onmyōji must make a
  caster level check (1d20 + caster level) against the DC of
  each effect of the chosen type affecting the target. Success
  means that the effect ends immediately.
  Fukorokuju, the only member of the Seven Lucky Gods
  who can raise the dead
  Talisman Prayers
  Byouki Heyu
  Wishing that people stay healthy is all well and good,
  but, let's face it: people get sick. Accordingly, there's a
  talisman for that.
  O­fuda: All allies in the area have fast healing 1. This fast
  healing increases by +1 at 8th and 16th level.
  Omamori: The subject has fast healing 2. This fast healing
  increases by +1 for every six onmyōji levels the onmyōji
  possesses.
  Choju
  Longevity is a common desire, and choju talismans
  reportedly help to extend life.
  O­fuda: The maximum hit points of all allies in the area
  increases by an amount equal to the onmyōji's class level.
  Omamori: The subject's maximum hit points increases by
  an amount equal to the onmyōji's class level.
  Ame­no­Uzume­no­Mikoto
  Censured Warding
  Requires: Onmyōji 7
  Sometimes, to protect one's own, something else needs to
  be hurt to get the message to stay away.
  O­fuda: Creatures that enter or begin their turn in the
  area take 1d8 + the onmyōji's class level points of force
  damage.
  Omamori: none
  Dampen Elements
  A word of warding can reduce, or even negate, the
  damaging power of the elements.
  O­fuda: When placing the talisman, choose acid, cold,
  electric, fire, force, or sonic. All allies in the area have
  resistance equal to the onmyōji's class level against the
  chosen energy type.
  Omamori:
  The
  subject
  has
  resistance
  equal
  to
  the
  onmyōji's class level against acid, cold, electric, fire, and
  sonic damage.
  16
  Talisman Prayers
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Education
  Requires: Onmyōji 3
  Educational omamori are very popular among students,
  while o­fuda with an educational slant can be found in
  institutions. Taken out of the home and into the dungeon,
  these talismans can be used to help decipher forgotten
  languages and the like.
  O­fuda: When placing the talisman, choose a single
  Knowledge skill. All allies in the area have a competence
  bonus equal to half the onmyōji's class level to the chosen
  skill.
  Omamori: The subject has a competence bonus equal to
  half the onmyōji's class level to all Knowledge skills.
  Empower Elements
  Requires: Onmyōji 3
  Nearby kami can be convinced to help the recipient of
  such a talisman, lending their power to weaponry whose
  modus operandi is similar to their own.
  O­fuda: When placing the talisman, choose acid, cold,
  electric, or fire. Weapon special abilities, spells, and
  abilities that deal damage of the chosen energy type
  enhancing weapons allies in the area wield deal an
  additional point of damage of that energy type. Further,
  energy damage of the chosen type dealt as part of weapon
  damage by an ally in the area ignores resistance equal to
  half the onmyōji's level.
  Omamori: When placing the talisman, choose acid, cold,
  electric, or fire. Weapons the subject wields deal an
  additional 1d4 points of damage of the chosen energy
  type. Further, weapon special abilities, spells, and abilities
  that deal damage of the chosen energy type enhancing
  weapons the subject wields (including the energy damage
  granted by this talisman itself) deal an additional point of
  damage of that energy type. Finally, energy damage of the
  chosen type dealt as part of weapon damage by the
  subject ignores resistance equal to the onmyōji's class
  level.
  Omamori from the Fujisan Hongū Sengen Taisha shrine
  Enmusubi
  Requires: Onmyōji 9
  Interpersonal relationships are one of the foundations of
  society, and assistance with said relationships is a hot
  ticket talisman.
  O­fuda: Whenever a creature under the influence of a
  charm or compulsion effect attacks an ally within the
  area, the attacking creature may immediately make an
  additional saving throw against that charm or compulsion
  effect if that effect influenced or directed that attack. In
  other words, if the attacking creature would be hostile if it
  were not under the influence of that particular charm or
  compulsion effect, it is not entitled to the additional
  saving throw that this talisman grants. If this additional
  saving throw is successful, the charm or compulsion effect
  ends immediately.
  Omamori: Whenever the subject is attacked by a creature
  under the influence of a charm or compulsion effect, the
  attacking creature may immediately make an additional
  saving throw against that charm or compulsion effect if
  that effect influenced or directed that attack. In other
  words, if the attacking creature would be hostile if it were
  not under the influence of that particular charm or
  compulsion effect, it is not entitled to the additional
  saving throw that this talisman grants. If this additional
  saving throw is successful, the charm or compulsion effect
  ends immediately and both subject and the attacking
  creature get a +2 morale bonus to attack and damage rolls
  for the remainder of the talisman's duration.
  Foresight
  Requires: Onmyōji 3
  Knowing what will be, even in a very imperfect manner,
  is very, very valuable.
  O­fuda: All allies in the area at the time of placement gain
  a +4 insight bonus to their next attack roll. If the talisman
  expires or is destroyed, this bonus is lost.
  Omamori: The subject gains a +10 insight bonus to its
  next attack roll. Once an attack is made, the effects of this
  talisman end immediately.
  Fukashi
  Requires: Onmyōji 5
  Fukashi, or “invisibility”, is a potent aid for those whose
  lives depend on not drawing the attention of an upset
  oni.
  O­fuda: All allies in the area become invisible, as the
  invisibility spell. If an ally attacks while in the area, he
  immediately
  becomes
  visible
  and
  cannot
  be
  made
  invisible again by this talisman.
  Omamori:
  The
  subject
  becomes
  invisible,
  as
  the
  invisibility spell. Starting at 13th level, the subject instead
  becomes invisible as the greater invisibility spell, but the
  talisman takes 10 points of damage every time the subject
  attacks. This damage ignores hardness.
  17
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Gankake
  Requires: Onmyōji 3
  A very open­ended talisman, the gankake is a prayer
  focus that acts to focus spiritual energy where it is
  needed the most.
  O­fuda: All allies in the area are healed for an additional
  1d6 points of damage by friendly channeled energy
  effects. In addition, whenever an ally in the area is healed
  by a friendly channeled energy effect, he gets a +1 sacred
  bonus to attack rolls for 1d4 rounds.
  Omamori: The subject is healed for an additional 2d6
  points of damage by friendly channeled energy effects. In
  addition, whenever the subject is healed by a friendly
  channeled energy effect, he gets a +2 sacred bonus to
  attack rolls for 1d4 rounds.
  Ganko­sa
  Though stubbornness may seem to be a particularly odd
  thing to promote, and it is, an individual who is stubborn
  enough will simply refuse to lay down and die.
  O­fuda: All allies in the area have a +2 resistance bonus
  to saving throws. This bonus increases by +1 for every six
  onmyōji levels the onmyōji possesses.
  Omamori: The subject has a +2 resistance bonus to
  saving throws. This bonus increases by +1 for every four
  onmyōji levels the onmyōji possesses, to a maximum of a
  +5 resistance bonus to saving throws at 12th level. At 16th
  level, the subject also has a +1 morale bonus to saving
  throws.
  Hishi
  Requires: Onmyōji 3
  Named after the water caltrop plant, the hishi talisman
  produces copies of a military weapon that looks like a
  plant that was named after that military weapon in the
  first place.
  O­fuda: The area becomes covered in spiny metal objects
  resembling water caltrops. The water caltrops produced
  by this talisman follow the rules for caltrops, except that
  they ignore damage reduction, have a base attack bonus
  equal to half the onmyōji's class level, rounded down, and
  vanish when the talisman's duration expires.
  Omamori: When this talisman is placed, a leaf­textured
  bag appears at the subject's hip. The subject also gains
  caltrop charges equal to half the onmyōji's class level,
  rounded down. As a standard action, the subject may
  spend any number of caltrop points. For each caltrop
  point the subject spends, he places water caltrops in an
  unoccupied square that he threatens or is adjacent to a
  square he threatens. Water caltrops cannot be placed in a
  square
  that
  already
  contains
  water
  caltrops.
  Water
  caltrops follow the rules for caltrops, except that they
  ignore damage reduction, have a base attack bonus equal
  to half the onmyōji's class level, rounded down, and
  vanish when the talisman's duration expires.
  Kaiun
  Requires: Onmyōji 9
  One of the most common talismans is one that simply
  grants good luck.
  O­fuda: All allies in the area have a +1 luck bonus to AC,
  skill checks, and saves. This bonus does not stack with
  other good fortune talismans.
  Omamori: The subject has a +2 luck bonus to AC, skill
  checks, and saves. This bonus does not stack with other
  good fortune talismans.
  Katsuryoku
  Requires: Onmyōji 9
  Death comes to claim the weak, but passes by the strong.
  Death is patient, and does not struggle to pull a man
  down when it knows that man shall be its prey at a later
  date. Though inevitable, death's patience allows the end
  to be delayed by making an individual appear more vital
  than he actually is.
  O­fuda: All allies in the area have a +4 insight bonus to
  saving throws against death effects.
  Omamori: The subject has a +4 insight bonus to saving
  throws against death effects. In addition, whenever the
  subject would gain negative levels, he gains one fewer
  negative levels, to a minimum of 0.
  Kenkoh
  Requires: Onmyōji 11
  Talismans that help to ensure good health are popular
  with everyone from the layman to the aristrocracy.
  O­fuda: All allies in the area have a +2 insight bonus to
  saving throws against poison, disease, and curse effects.
  Omamori: When this talisman is placed, choose poison,
  disease, or curse. The subject is immune to effects of the
  chosen type. This does not grant immunity to effects of
  the chosen type already ongoing when the talisman is
  applied.
  Kibin
  Requires: Onmyōji 5
  Those who are fast on their feet live to see the next
  combat. A talisman such as this helps to ensure that the
  onmyōji's charges are among the victors.
  O­fuda: Allies that begin their turn in the area gain the
  benefits of the haste spell for 1 round.
  Omamori: The subject gains the benefits of the haste
  spell.
  18
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Kubosa
  Nearly everyone wants to be rich! Those who don't have
  taken vows, but if they hadn't, they, too, would want to
  be rich.
  O­fuda: none
  Omamori: The subject gains a competence bonus equal to
  the onmyōji's class level to Profession skill checks made to
  earn a living. The duration of this talisman's effect is 24
  hours.
  Michihiraki
  Requires: Onmyōji 9
  Usually constructed to look like a compass, michihiraki
  can be equated to what they mimic by acting as a sort of
  divinatory compass, finding all of the best paths along
  the road of life.
  O­fuda: none
  Omamori: Whenever the subject makes an attack roll,
  skill check, or saving throw, he may choose to roll twice
  and take the best result. He must choose whether or not
  to roll twice before rolling. This talisman's effect ends
  immediately after being used once for every six onmyōji
  levels the onmyōji possesses.
  Moeru Shita
  Requires: Onmyōji 3
  Literally "flaming tongue", this talisman allows those
  affected by it to expectorate a wide variety of weapons­
  grade
  materials.
  Obviously,
  such
  a
  talisman
  was
  invented for the adventuring profession and is almost
  never seen warding a home.
  O­fuda: When placing this talisman, choose acid, cold, or
  fire. All allies in the area gain the ability to spit
  weaponized saliva of that energy type across the room as a
  standard action. Spitting is a ranged touch attack with a
  range of 60 feet that deals 1d8 + the onmyōji's class level
  damage of the chosen energy type on a successful hit.
  Omamori: When placing this talisman, choose acid, cold,
  or fire. The subject gains the ability to spit weaponized
  saliva of that energy type across the room as a standard
  action. Spitting is a ranged touch attack with a range of 60
  feet that deals 1d8 + the onmyōji's class level damage of
  the chosen energy type on a successful hit. In addition, on
  a successful hit, other creatures within 5 feet of the
  primary target take splash damage equal to half the
  onmyōji's class level.
  Protection from Antipodes
  "Evil" really is a subjective concept. As society becomes
  more complicated, the various dichotomies by which
  "evil" can be defined expands, and the idea of a
  "yakuyoke", or avoidance of evil, talisman becomes
  harder to define.
  O­fuda: Each ally in the area gains a +2 deflection bonus
  to AC against creatures whose alignment opposes the
  ally's alignment on one or more alignment axis. True
  neutral allies treat Lawful Good, Chaotic Good, Lawful
  Evil, and Chaotic Evil as opposed alignments. This
  deflection bonus to AC increases by +1 at 8th level and
  every five levels thereafter.
  Omamori: The subject gains a +2 deflection bonus to AC
  and a +2 resistance bonus to saving throws against
  creatures whose alignment opposes the ally's alignment
  on one or more alignment axis. True neutral allies treat
  Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil
  as opposed alignments. These bonuses increase by +1 at
  8th level and every five levels thereafter.
  Protection from Spirits
  Requires: Onmyōji 3
  One of the classic uses for o­fuda is keeping evil spirits
  out of the household. This is readily adapted by an
  adventuring onmyōji who has the gall to go seek out said
  spirits on their own turf.
  O­fuda: All allies in the area have a +2 deflection bonus to
  AC
  against
  incorporeal
  creatures.
  In
  addition,
  non­
  magical weapons wielded by allies in the area are treated
  as magical weapons for the purpose of being able to
  damage incorporeal creatures. Starting at 11th level, all
  weapons wielded by allies in the area gain the ghost touch
  weapon special ability.
  Omamori: The subject gains a +3 deflection bonus to AC
  against
  incorporeal
  creatures.
  In
  addition,
  weapons
  wielded by the subject gain the ghost touch weapon
  special ability. Starting at 11th level, incorporeal creatures
  can be critically hit by the subject and weapons wielded by
  the subject deal an additional 1d6 points of damage to
  incorporeal
  creatures.
  This
  additional
  damage
  is
  multiplied on a critical hit.
  Shiawase
  Requires: Onmyōji 5
  Nearly all sapient creatures desire happiness, for a
  happy
  creature
  is
  usually
  a
  healthy
  creature.
  Accordingly, an enterprising onmyōji knows how to
  provide it.
  O­fuda: All allies in the area who are not suffering from
  an ongoing fear effect have a +1 morale bonus to Strength.
  This bonus increases by +1 at 10th level and 17th level.
  Omamori: If the subject is not suffering from an ongoing
  fear effect, it has a +2 morale bonus to Strength and
  Constitution. This bonus increases by +1 at 10th level and
  17th level.
  19
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
  Spirit Amplifier
  Rather
  than
  protect,
  some
  talismans
  promote
  the
  efficacy of the spirits themselves.
  O­fuda: Petitions that deal damage or heal damage deal
  or heal an additional point of damage for every three
  omamori levels the omamori possesses if the subject is in
  the area.
  Omamori: Petitions that deal damage or heal damage
  deal or heal an additional point of damage to the subject
  for every two omamori levels the omamori possesses.
  Spirit Promoter
  Kami are drawn to certain special talismans in much the
  same way moths are drawn to a flame.
  O­fuda: none
  Omamori: The subject gains 1 temporary spirit point, but
  only if the subject has a spirit pool. As soon as this
  temporary spirit point is spent, the talisman's effect ends
  immediately. The temporary spirit point lasts for the
  duration of the talisman.
  Traffic Safety
  Requires: Onmyōji 9
  Popular among city dwellers, a traffic safety talisman
  helps keep a workman alive should he be crushed
  underfoot. This readily extends to the adventuring life, as
  many creatures have "just sit on it" as a battle strategy.
  O­fuda: All allies in the area have a +4 circumstance
  bonus to CMD against the overrun and bull rush combat
  maneuvers. In addition, all allies that begin their turn in
  the area gain 1d4 temporary hit points for every six levels
  the onmyōji possesses. These temporary hit points last for
  1 round.
  Omamori: The subject has a +4 circumstance bonus to
  CMD
  against
  the
  overrun
  and
  bull
  rush
  combat
  maneuvers, and takes half damage from a successful
  overrun combat maneuver made to trample. In addition,
  the subject gains 1d4 temporary hit points for every six
  levels the onmyōji possesses at the beginning of each of its
  turns. These temporary hit points last for 1 round.
  Vengeful Flames
  Requires: Onmyōji 7
  Sometimes, a talisman of protection does not actively
  protect the wearer, but instead acts much in the same
  way as a monarch butterfly: those who attack it are so
  thoroughly displeased that they may not do so again.
  O­fuda: Creatures that successfully make a melee attack
  against an ally in the area take 1 + half the onmyōji's class
  level fire damage.
  Omamori: Creatures that attack the subject in melee take
  1d8 + half the onmyōji's class level fire damage. This
  talisman is triggered whether or not the attack
  actually hits.
  Yakuyoke
  Requires: Onmyōji 5
  Yakuyoke omamori are specifically designed to avert the
  "mid­life crisis". They do this by making the body feel
  younger until the mind is too set in its ways to do
  anything about the physical sensations of encroaching
  age. When applied to the adventuring profession, they
  simply extend the range of ages at which an adventurer
  can be successful.
  O­fuda: none
  Omamori: The subject's ability score penalties due to age
  are as treated as though he were one age category younger
  than he actually is. For example, a middle­aged character
  receives the mental ability score bonuses for being
  middle­aged, but takes no penalty for being middle­aged.
  Similarly, a venerable character receives the mental ability
  score bonuses for being venerable, but takes physical
  ability score penalties as though he were merely of old
  age. The duration of this talisman's effect is 24 hours.
  Yakuzaishi
  Requires: Onmyōji 5
  Literally
  "apothecary",
  yakuzaishi
  talismans
  are
  effectively prescriptions for medicine to be delivered by
  spirits.
  O­fuda: An ally that begins its turn within the area is
  cured of 1 point of temporary ability damage dealt to one
  ability score of his choice.
  Omamori: Each round at the beginning of its turn, the
  subject is cured of 1 point of temporary ability damage
  dealt to each of his ability scores.
  Zone of Communion
  Requires: Onmyōji 13
  Simply allowing a shikigami to touch the world as it did
  before it was bound extends its reach greatly. This
  talisman can provide.
  O­fuda: Shikigami in the area may use the reach of the
  spirits spirit pool ability without paying its spirit point
  cost.
  Omamori: none
  Omamori from the Sanjūsangen­dō shrine
  20
  
  The Onmyōji ‐ A Japanese Occult Diviner
  Interjection Games
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  21
  
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