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Magefamiliars Revised1-10-09

A mage can form a bond with an animal to become its familiar over the course of 3 months. During this time, the mage cannot be away from the animal for more than 24 hours. Once bonded, the familiar gains new ability scores and wisdom-based powers. It can communicate with and sense its mage, see in the dark, and store energy points to enhance attacks or be spent on additional powers. Examples of potential familiars include various animals, constructs, swarms, tokens, and even undead creatures under the mage's control.

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0% found this document useful (0 votes)
37 views2 pages

Magefamiliars Revised1-10-09

A mage can form a bond with an animal to become its familiar over the course of 3 months. During this time, the mage cannot be away from the animal for more than 24 hours. Once bonded, the familiar gains new ability scores and wisdom-based powers. It can communicate with and sense its mage, see in the dark, and store energy points to enhance attacks or be spent on additional powers. Examples of potential familiars include various animals, constructs, swarms, tokens, and even undead creatures under the mage's control.

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Mage Familiars

A Mage may wish to have an animal companion. The animal but first be captured, created or found. Then the
animal must live with the mage for three months. During that time the mage can not be away from the animal for
longer than 24 hours at a time. Once this happens a bond is created between the mage and the animal. The animal will
be unfailingly loyal to the mage. The mage and animal will be able to sense each other when not together.
When an animal becomes a familiar all of its ability scores need to be re-rolled. Roll 2D10 for each one. If
the roll is less than the original number used the original number. Add a D6 to Wisdom. Use the chart below to see how
many gifts the Familiar gets.
Wisdom Score
0-6
7-12
13-18
19-20
20+

# Gifts
0
1
2
3
4

All Familiars can:


o Communicate with Mage. This can be verbal by one knowing the language of the other or
nonverbal. ( Body language or telepathy)
o Night vision 30 unless the familiar already has better night vision.
o Store up to 18 EP for spell use. A Mage must place the EP in the familiar from his own EP points.
o Spend 1 EP to +2 to damage or +2 to attack.

WIS Gifts
Shapechange
2EP (One per picked form only)
Teleport
2EP (+2EP for each extra person.)
Fly/ Levitate
1EP / Hour
Energy Attack
1EP used = D4 damage for each EP used.
Mind Reading
2EP (One Target) A WIS S check is needed to read the mind.
Signal Disruption
2EP (Disrupts EP usage and electrical devices within 10) Lasts 2 turns.
Become Elemental 2EP for each change. See chart below for forms.
Movement of the Mind
1EP = 100Lb Moved (No Max) for each EP used.

Elemental Chart:
Earth
Water
Fire
Air

Statue
Liquid
Fire
Ghostly

Damage reduction of 50HP Physical, looks like a statue.


All physical damage is cut by half.
5D6 Fireball attack.
Intangible unless attacked by Faith weapons. (Flies in this form)

Examples of Familiars
Ape
Bat
Bear
Cat
Chameleon
Cheetah
Construct
Crocodile
Deer
Dog
Dolphin
Dove
Eagle
Elemental
Fox

Goat
Hawk
Horse
Imp
Kangaroo
Lion
Lizard
Manta Ray
Monkey
Octopus
Ostrich
Owl
Peacock
Pegasus
Penguin

Pig
Pony
Raccoon
Ram
Rat
Raven
Skunk
Snake
Squirrel
Tiger
Toad
Turtle
Unicorn
Wolf

Mage Familiars

Swarm Familiars: A mage can also have a Swarm Familiar. The swarm acts as one creature for most actions.
Examples would be bats, rats, and bugs.
Construct Familiars: A small construct can serve as a familiar.
Token Familiars: A regular familiar is changed into a small inanimate object.
Undead Familiar: A normal familiar only they are a zombie under the control of the Mage.
Mages and the familiars can see out each others eyes for 1 EP. Mages are allowed to have only one familiar
at a time. (Swarm familiars count as just one.)

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