Obojima: Tales from the Tall Grass
1985 Games

Caption

In the realm of magic, there exists a lineage of Sorcerers whose blood bears an ancient connection to the oni. These Sorcerers, known as Oni Kin, harness the magic of their lineage to weave powerful spells. But as they delve deeper into their arcane abilities, they find themselves gradually transforming—both physically and spiritually—into embodiments of the oni’s fearsome might.

At the outset of their journey and as they use their powers, Oni Kin begin to see subtle manifestations of their lineage: changes in appearance and temperament. However, as they channel their magic with greater skill, these traits begin to intensify. Their skin may change, their eyes may glow with an eerie light, and their once-subtle features may become more pronounced, bearing the unmistakable visage of an oni.

As their power reaches its zenith, Oni Kin reach a pinnacle where they can fully embrace their heritage and assume the form of a true oni. In this form, they stand as towering figures of terror, wielding unparalleled magical might and physical prowess. Yet with this transformation comes a perilous temptation—the struggle to maintain control over the oni’s insatiable hunger for chaos and destruction. This struggle does not go unnoticed by islanders, most of whom fear or distrust the Oni Kin.

Level 3: Oni Spells

When you reach a Sorcerer level specified in the Oni Spells table, you thereafter always have the listed spells prepared.

Oni Spells

Level 3: Arcane Prison

Trapped inside you is the essence of the first oni, passed down through its children and stretched across a long and treacherous lineage. As you grow in power, so does the spirit within you. It desperately wishes to bubble to the surface, and it does so when you’re at your weakest. You gain the traits of the oni, which manifest as you expend Sorcery Points. Each oni trait becomes available to you based on how many Sorcery Points you’re missing from your total, as detailed in the table below. Regaining Sorcery Points can cause you to lose one or more oni traits.

Each oni trait has both a physical manifestation and an arcane effect, which last until you finish a Long Rest or otherwise lose the trait.

Oni Traits Table
Sorcery Points MissingManifestation
0-1Eyes
2-4Horns
5-9Skin
10-14Tongue
15+Hair

Oni Traits

The traits are presented in the order they manifest, from least Sorcery Points missing to most.

Eyes. Your eyes shimmer with an almost mesmerizing quality. As a Magic action, you can activate your innate ocular charm. For 1 minute, you have Advantage on all Charisma checks directed at one creature of your choice that isn’t Hostile toward you, provided it can see your eyes. When the effect ends, the creature must make a Wisdom saving throw against your Sorcerer spell save DC. On a success, the target realizes that you used magic to influence its mood and becomes Hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in a different way (at the GM’s discretion), depending on the nature of your interaction.

Horns. Horns rapidly sprout from your head. When you cast a cantrip that requires you to make a melee or ranged spell attack, you can instead make a melee spell attack using your horns, channeling the spell through them. When you hit a creature with a cantrip cast in this way, the target takes an extra 1d6 Piercing damage.

Additionally, when a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a cantrip at the creature using your horns, rather than making an Opportunity Attack. The spell must have a casting time of an action and must target only that creature.

Skin. Your skin turns a dull red, green, or blue color (your choice), and you adopt the regenerative powers of the oni. Whenever you cast a spell of level 1 or higher, you regain a number of Hit Points equal to the spell’s level plus your Constitution modifier. You don’t gain this benefit if you have the Tongue trait active during that casting.

Tongue. With every incantation you cast, the twisted and demonic voice of the first oni can be heard within your speech. When you cast a spell that has a Verbal component and targets a single creature, you can also take a Bonus Action to cause the target to recoil in fear. The target must make a Wisdom saving throw against your Sorcerer spell save DC. On a failed save, the target either has the Prone condition or it must immediately use its Reaction, if available, to move up to half its Speed away from you (your choice).

Hair. Your hair turns a shocking white and stretches towards the ground as it grows to cover your back. You gain a +2 bonus to AC.

Level 6: Ogre Manipulation

You can manifest oni traits regardless of how many Sorcery Points you’re missing. As a Bonus Action, you can activate one of the oni traits you currently have access to, drawing it out early. When activated in this way, the trait lasts for 1 minute, and you lose it if you haven’t gained the trait by normal means within that time.

Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 14: Boiling Power

Your oni traits grow in power. The following changes apply to your traits.

Eyes. In addition to the trait’s normal benefits, you have the Zone of Truth spell prepared, which you can cast without expending a spell slot. When cast in this way, only one creature of your choice within 60 feet of you that can see your eyes is affected. The target repeats its save against the spell at the start of each of its turns; the spell ends early if the target can no longer see your eyes.

Horns. The extra damage dealt by your horns increases to 1d12.

Skin. Whenever you cast a spell of level 1 or higher, you now regain a number of Hit Points equal to twice the spell’s level plus your Constitution modifier.

Tongue. When you activate the Tongue trait using a spell slot of level 5 or higher, instead of the trait’s normal effects, you can cause the target to tremble in fear, becoming hyperfixated on you. The target’s Passive Perception is reduced to 5 and it takes a −5 penalty to its AC against all attacks not made by you. This effect lasts until the start of your next turn.

Level 18: Transformation

You can fully embody the fabled visage of your demon ancestor without needing to exhaust your sorcerous power. As a Magic action, you can instantly manifest all of your oni traits, regardless of how many Sorcery Points you’re missing. While manifesting your oni traits in this way, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Charmed and Frightened conditions.

This effect lasts for 1 minute, after which you lose any trait you haven’t gained by normal means in that time. Once you use this feature, you can’t do so again until you finish a Long Rest, unless you spend 5 Sorcery Points (no action required) to restore your use of it.