A magic-user may persuade any creature to perform a ritual with them and enter into a contract of familiarhood. This replaces one class ability of the caster's choice and the creature will likely have wants and stipulations. More powerful familiars require more complex rituals (and XP) to bind, and the caster should take care that the would-be familiar is not too powerful, lest the caster risks being bound instead and becoming the familiar. Each caster may only have one familiar and the binding lasts until death does them part - and sometimes even beyond that.
![]() |
| Wizard's Familiar by Cassie Hunter |
When you perform the familiar ritual, choose two Familiar Gifts that your familiar will be imbued with:
- Aid(e). While your familiar is assisting you, gain a +2 bonus to one attribute or +4 to one skill of your choice. This Gift may be chosen multiple times for different attributes or skills.
- Bound by name. Your familiar can now be summoned by anyone who performs a ritual that requires the familiar's name, a magic circle and a source of power.
- Change shape. Your familiar gains an alternate form. If the form is roughly comparable - a mouse into a dove and a horse into a human - they can transform at will, otherwise they need to consume a rare and expensive ingredient to transform. This Gift may be chosen multiple times.
- Familiar pocket. Your familiar may disappear Elsewhere while not needed and reappear when you call it.
- Familiar token. Your familiar may transform into a small-ish item (a ring, a shawl, a sword) and back at your command.
- Mutated. Your familiar gains a mutation - choose one basic mutation from here, or 1 point of Evolution from here. This Gift may be chosen multiple times. If you use rare and expensive ingredients in the familiar ritual, you may choose a war mutation instead, or gain +1 point of Evolution.
- Share concentration. Your familiar can maintain concentration on a spell you cast, as long as you stay nearby or share a mind. This lets you either concentrate on two spells at once, or roll twice for concentration on a single spell.
- Share mind. You may communicate telepathically with your familiar, as long as you stay within a mile of each other and in the same dimension.
- Share soul. You can cast spells through your familiar, as long as you stay nearby or share a mind.
- Spark of magic. Your familiar gains a cantrip. This Gift may be chosen multiple times.
Heavily inspired by these rules.
