While the true nature of these creatures isn't known or fully understood, many wizards believe that Spirit Familiars are your very runic soul come alive. For those not in the know, the runic soul is a Nor'Ovan's connection with their runic element. It is what gives them the ability to manipulate their element to cast magic. It is believed that Nor'Ovans have always had a runic soul, but many couldn't connect with it until after the Great Magic War that ended the First Era. Now people and creatures world wide have a  connection to their runic soul, and the stronger their connection the greater the chance that they, for lack of better terms, give birth to a Spirit Familiar.

But what exactly is a Spirit Familiar? A Spirit Familiar is a spiritual, non-physical creature that is both a representation of the person's runic element and of the person. A person's runic element decides what kind of Spirit Familiar they would have, their race and appearance help define the familiar's appearance, and their moral standing help define the familiar's personality. A Spirit Familiar's life is directly tied to their master. They cannot be harmed or killed directly, however they feel everything their master feels, experience everything their master experience, and should their master die they too will die. 

1) The Different Types

As stated above, spirit familiars have different types which all depend upon the creator's runic element. They are as listed below:

  • Earth: these familiars take the form of forest pixies. Basically they look like faeries of the forest.
  • Fire: these familiars take the form of a salamander coated with fire.
  • Air: these familiars look like spectral falcons.
  • Water: these familiars have taken the form of the nymphs of legend.

2) A Spiritual Familiar's Appearance

The base appearance of a Spirit Familiar is always true to their type. A familiar of earth will appear to be some form of forest pixie. A familiar of air will look like a spectral falcon. However, their coloration, size, hair color (or fur or feather), and so on greatly depends upon their creator. That familiar will bear a striking resemblance to their creator, despite being a falcon or a formless void. And if you think about it, this makes perfect sense. After all, Spirit Familiars are believed to be the mage's runic soul come to life.

3) A Spiritual Familiar's Personality

While their personality will match those of their master, it is also greatly influenced by their master's moral alignment. A neutral person's familiar may not be really into anything, while-as a holy

You shouldn't think of the spirit familiar as another character or as a pet when describing or using your familiar. Instead, think of it as simply an extension of your character. That is, after all, what a spirit familiar is, a part of your character.

person's familiar will be very concerned about other's well being and an evil person's familiar will be very concerned about power and growth. Ultimately it will be up to both the player and the game master to help define the familiar's personality. The player should have the creative freedom to help form this personality, however the game master should step in if the familiar is acting too far out of character for that moral alignment. After all, it would make no sense for a divine familiar to be all vengeful or an evil familiar to be all caring.

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1) Gaining Your Own Spirit Familiar

Not just any mage can have a spirit familiar. Only mages that develop a greater connection to their runic element can. There is a way to show this for your character.

Requirements for Having a Spirit Familiar
  • Must have a minimum of 5 spells at level 2.
  • Must have the Magic Channeling skill
  • Must acquire and use the Runic Awakening special skill

First of all you need to show that your character has some control over their runic element. To do this, you must acquire spells. Therefore, the first requirement is to have at least 5 spells at level 2.

Second you must show a way of tapping into your character's runic element. There is one skill that in a way does this, and that is Magic Channeling, which you must acquire.

Skill Stat Cost Description Level Effects Cost to Acquire
Magic Channeling N/A

Increase spell damage by extra runic energy for each casting round added. If the spell calls for 1 casting round and you increase it to 2, you get to double your runic energy into the spell. 

N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Third you need to acquire this special ability to allow you to awaken your spiritual familiar, Runic Awakening.

Skill Stat Cost Description Level Effects Cost to Acquire
Runic Awakening 60 SA

Allows for the awakening of a spirit familiar.

N/A: only one level

 

In Profession: 25
Out of Profession: 50

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2) Using and Improving Your Spiritual Familiar

Spiritual Familiars are not pets, comrades, or extra characters. They are an extension of your character. Therefore a spirit familiar really doesn't do much on its on. Instead, what it does do, is grant your character boons and aides your character by extending his or her senses and power.

Every spirit familiar, when born, starts as a Level 1 familiar. These familiars provide basic benefits. However you can improve your spirit familiar up to Level 5 to gain even greater benefits and abilities from your spiritual extension. In order to improve your familiar you need to acquire and use the Runic Growth special ability.

Skill Stat Cost Description Level Effects Cost to Acquire
Runic Growth 60 SA

Allows for improving spirit familiar using character points. 

N/A: only one level

In Profession: 25
Out of Profession: 50

As stated in the ability, you need to use the ability to feed your spiritual familiar character points. There is no limit to how many character points you can feed your familiar, except of course you must have the character points to feed it. Once you've fed it enough, it will grow to the next level. It should be noted however that there may be other requirements to reach the later levels.

2.1) Level Growth Requirements

Below is a table showing the requirements to reach a new level for your familiar.

Level

Requirement to Reach Level

1

none, this is the level your spirit familiar starts out at

2

Use Runic Growth to feed your familiar 300 character points

3

Use Runic Growth to feed your familiar 600 character points

4

Use Runic Growth to feed your familiar 900 character points

5

Use Runic Growth to feed your familiar 1200 character points; have a spell that is fourth in the chain at least at level 2.

2.2) Familiar Benefits

Here is a chart showing the benefits and bonuses your spirit familiar gives you, based on element and level.

Runic Element

Level 1

Level 2

Level 3

Level 4

Level 5

Earth

+10 to Fortitude and Fortitude Race Max

+5 Defense;

Geomancy effects x 1.2 (20% total increase)

bonuses of Level 1 plus the following:

+5 to Defense;

no terrain movement penalties and natural climbing

bonuses of Level 1 and Level 2 plus the following:

+1 Runic Casting Speed

increased Geomancy effects to a total of 30% increase (x 1.3) instead of 20% increase

bonuses of Level 1, Level 2, and Level 3 plus the following:

30% immunity to earth magic;

physical damage dealt to you reduced by 20%

bonuses of all other levels plus the following:

can use first in spell chain level 1 spells as quick manipulations once per round/hour

Air

+10 to Speed and Speed Race Max

+2 immunity to all elements;

Aeromancy effects x 1.2 (20% total increase)

bonuses of Level 1 plus the following:

wind buffered damage decreasing damages dealt to you by 20%;

double movement speeds

bonuses of Level 1 and Level 2 plus the following:

+1 Runic Casting Speed

increased Aeromancy effects to a total of 30% increase (x 1.3) instead of 20% increase

bonuses of Level 1, Level 2, and Level 3 plus the following:

30% immunity to air magic;

can send out familiar ahead up to 100 squares, seeing through its eyes

bonuses of all other levels plus the following:

can use first in spell chain level 1 spells as quick manipulations once per round/hour

Water

+10 to Mental and Mental Race Max

+2 immunity to all elements;

Aquamancy effects x 1.2 (20% total increase)

bonuses of Level 1 plus the following:

automatically immune to poisons that deal 12 HP damage or less per round;

no swimming penalties and can swim while armored

bonuses of Level 1 and Level 2 plus the following:

 +1 Runic Casting Speed

increased Aquamancy effects to a total of 30% increase (x 1.3) instead of 20% increase

bonuses of Level 1, Level 2, and Level 3 plus the following:

30% immunity to water magic;

can breath underwater

bonuses of all other levels plus the following:

can use first in spell chain level 1 spells as quick manipulations once per round/hour

Fire

+10 to Strength and Strength Race Max

+1d8 Melee, Throw, Bow Power;

Pyromancy effects x 1.2 (20% total increase)

bonuses of Level 1 plus the following:

total physical damage values increased by 10% (x 1.1);

immune to temperature based status effects like frost bite and heat exhaustion

bonuses of Level 1 and Level 2 plus the following:

+1 Runic Casting Speed

increased Pyromancy effects to a total of 30% increase (x 1.3) instead of 20% increase

bonuses of Level 1, Level 2, and Level 3 plus the following:

30% immunity to fire magic;

all physical attacks inflict minor burns status effect on enemies

bonuses of all other levels plus the following:

can use first in spell chain level 1 spells as quick manipulations once per round/hour

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3) Death of a Spirit Familiar

A Spirit Familiar will sacrifice itself to prevent your death. Once your HP is to reach 0, your spirit familiar will give up its life for you. Your HP, SA, and EP will be fully recovered in the process. If you managed a saving grace to not die, your familiar won't sacrifice itself for you.

Should your familiar actually die, you would then need to use Runic Awakening to recreate a new spirit familiar at Level 1, and regrow that familiar with Runic Growth.


 

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Submitted by mythus on Fri, 12/31/2021 - 09:20