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Preface

After the world had finally emerged from the safety that hid them for three and a half centuries, Nor'Ovans began to notice quickly how the world had changed, and not just the physical world before them. The magical world too seemed forever altered. It seems stronger, healthier even, and the connection with the magical elements came far more easily. A few mages astute in the study of magic yet remembering the tales of magical uncertainty from their parents decided to put the new magical world to the ultimate test. Working together, they began to cast powerful spells in a place no one would get hurt, and pull harder and harder at their own magical energies. Within each of them something miraculous happened, a very part of their own runic soul came a live and formed next to them granting them even greater power and control over their element.
- An excerpt from The Reawakening of the Magical World, by Tomas Guillene

As the story above illustrates, Spirit Familiars are a new phenomenon to this world, a product of the greater magical environment of the Sixth Era. Spirit Familiars have quickly become a great aide to wizards the world over, and if used right they can surely help you as well.

What Are Spirit Familiars

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. The Ablution Event that brought about the Fifth Era had killed the runic soul for many people, giving birth to a larger than ever group of Runeless. This however has been greatly reversed during the Avent of Zodo on Nor'Ova and the Great Awakening. Now people and creatures world wide have an even greater connection to an even more robust 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. 

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.
  • Life: similar to the life elemental, these familiars appear like angelic beings. The main difference being that they are spectral and appear more frail.
  • Death: doing the necromancer no favors at improving their image, their spiritual familiars bear the haunting appearance of a tormented soul.
  • Time: these spiritual familiars seem to reach far back into their master's past for inspiration, taking the form of a loved one or loved pet that passed long ago.
  • Space: it should come as no surprise, but these familiars are nothing more than a formless void. However they can take many different forms at any given time.

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.

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.

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 be at Tier 2 in magic
Must have the Elemental Channelling ability
Must acquire and use the Runic Awakening special ability

First of all you need to show that your character has some control over their runic element. To do this, you must master spells. Therefore, the first requirement is to be at Tier 2 in your magic type.

Second you must show a way of tapping into your character's runic element. There is one ability that in a way does this, and that is Elemental Channelling, which you must master.

Tier

Skill

Effects

Stat and Action CostRange and AreaDurationSuccess Rate

Prerequisites

Cost to Acquire

2

Elemental Channeling

Using this ability allows your character to channel in elemental power into your melee attack, allowing you to add in the effects on attack that you would normally only add in with a magic attack. This could be useful when attacking a target that you are elementally strong against. To use this ability, you simply need to spend 3 SA with your melee attack.

3 SA; 1 support self instant 55

Your character must have at least one magic spell mastered.

80 skill points

 

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

Tier

Ability

Effect

Stat and Action CostRange and AreaDurationSuccess Rate

Prerequisites

Cost to Acquire

3

Runic Awakening

This is a special ability that allows the mage to awaken a spirit familiar. The type of familiar awakened depends on the mage's runic element.

50 SA; Free Action self instant 50

Your character must have reached Tier 2 in magic and have mastered the Elemental Channeling ability

150 skill points

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 brant your character boons and aides your character by extending his or her senses and power.

Every spirit familiar, when born, starts as a Tier 1 familiar. These familiars provide basic benefits. However you can improve your spirit familiar up to Tier 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.

Tier

Ability

Effect

Stat and Action CostRange and AreaDurationSuccess Rate

Prerequisites

Cost to Acquire

4

Runic Growth

This is a special ability that allows the mage to improve his or her familiar by feeding it character points. Each tier of growth requires so many character points to reach.

Spent Points; Free Action self + spirit familiar instant 100

Your character must have mastered Runic Awakening.

200 skill points

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 tier level. It should be noted however that Tier 4 requires you to also be a Tier 3 or greater mage while Tier 5 requires you to be a Tier 4 or greater mage before you can grow your spirit familiar to those tier levels.

Tier Growth Requirements

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

Tier

Requirement to Reach Tier Level

1

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

2

Use Runic Growth to feed your familiar 100 character points

3

Use Runic Growth to feed your familiar 150 character points

4

Use Runic Growth to feed your familiar 300 character points; be at tier 3 or greater in magic

5

Use Runic Growth to feed your familiar 600 character points; be at tier 4 or greater in magic

Familiar Benefits

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

Runic Element

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Earth

+10 to Fortitude and Fortitude Race Max;

+10 natural PR;

Geomancy effects x 1.25 (25% total increase)

bonuses of Tier 1 plus the following:

+10 to natural PR and Defense;

no terrain movement penalties and natural climbing

bonuses of Tier 1 and Tier 2 plus the following:

+1 Magic Actions

increased Geomancy effects to a total of 50% increase (x 1.5) instead of 25% increase

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

30% immunity to earth magic;

physical damage dealt to you reduced by 30%

bonuses of all other tiers plus the following:

+1 Magic and Defense Actions;

can use Tier 1 spells as quick manipulations once per round/hour

Air

+10 to Speed and Speed Race Max;

+10 natural MR;

Aeromancy effects x 1.25 (25% total increase)

bonuses of Tier 1 plus the following:

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

double movement speeds

bonuses of Tier 1 and Tier 2 plus the following:

+1 Magic Actions

increased Aeromancy effects to a total of 50% increase (x 1.5) instead of 25% increase

bonuses of Tier 1, Tier 2, and Tier 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 tiers plus the following:

+1 Magic and Support Actions;

can use Tier 1 spells as quick manipulations once per round/hour

Water

+10 to Mental and Mental Race Max;

+10 natural MR;

Aquamancy effects x 1.25 (25% total increase)

bonuses of Tier 1 plus the following:

automatically immune to poisons that deal 20HP damage or less per round;

no swimming penalties and can swim while armored

bonuses of Tier 1 and Tier 2 plus the following:

 +1 Magic Actions

increased Aquamancy effects to a total of 50% increase (x 1.5) instead of 25% increase

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

30% immunity to water magic;

can breath underwater

bonuses of all other tiers plus the following:

+1 Magic and Defense Actions;

can use Tier 1 spells as quick manipulations once per round/hour

Fire

+10 to Strength and Strength Race Max;

+10 natural PR;

Pyromancy effects x 1.25 (25% total increase)

bonuses of Tier 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 Tier 1 and Tier 2 plus the following:

+1 Magic Actions

increased Pyromancy effects to a total of 50% increase (x 1.5) instead of 25% increase

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

30% immunity to fire magic;

all physical attacks inflict minor burns status effect on enemies

bonuses of all other tiers plus the following:

+1 Magic and Attack Actions;

can use Tier 1 spells as quick manipulations once per round/hour

Life

+25 to HP;

+10 to natural PR;

Mysticism effects x 1.25 (25% total increase)

bonuses of Tier 1 plus the following:

natural HP regeneration of 1 HP per round or 60 per hour;

immune to dazed and stun status effects

bonuses of Tier 1 and Tier 2 plus the following:

+1 Magic Actions

increased Mysticism effects to a total of 50% increase (x 1.5) instead of 25% increase

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

30% immunity to life magic;

upon death familiar dies and you are resurrected at half health instantly

bonuses of all other tiers plus the following:

+1 Magic and Support Actions;

can use Tier 1 spells as quick manipulations once per round/hour

Death

+10 to Will and Will Race Max;

+10 natural PR;

Necromancy effects x 1.25 (25% total increase)

bonuses of Tier 1 plus the following:

natural MR and Magic Defense of +10;

all physical attacks do 1d10 HP damage (ignoring armor)

bonuses of Tier 1 and Tier 2 plus the following:

+1 Magic Actions

increased Necromancy effects to a total of 50% increase (x 1.5) instead of 25% increase

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

30% immunity to death magic;

immunity to all poison

bonuses of all other tiers plus the following:

+1 Magic and Defense Actions;

can use Tier 1 spells as quick manipulations once per round/hour

Time

+25 to EP;

+10 to natural MR;

Temporamancy effects x 1.25 (25% total increase)

bonuses of Tier 1 plus the following:

+1 action of choice per round;

immune to slow and stop status effects

bonuses of Tier 1 and Tier 2 plus the following:

+1 Magic Actions

increased Temporamancy effects to a total of 50% increase (x 1.5) instead of 25% increase

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

30% immunity to time magic;

roll 2 sets of percentile dice for stat checks and skill/spell rolls - choose the best one

bonuses of all other tiers plus the following:

+1 Magic and Attack Actions;

can use Tier 1 spells as quick manipulations once per round/hour

Space

+25 to SA;

+10 to natural MR;

Psionics effects x 1.25 (25% total increase)

bonuses of Tier 1 plus the following:

can teleport attack to any target you can see on battlefield;

+10 to Will and Self Control

bonuses of Tier 1 and Tier 2 plus the following:

+1 Magic Actions

increased Psionics effects to a total of 50% increase (x 1.5) instead of 25% increase

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

30% immunity to space magic;

immune to all types of control except possession-type control

bonuses of all other tiers plus the following:

+1 Magic and Support Actions;

can use Tier 1 spells as quick manipulations once per round/hour

Death of a Spirit Familiar

A Spirit Familiar can only die when your character dies. Incapacitated (reaching 0 HP) doesn't count as death. Only when your character is out of Mortality Points does your spirit familiar also die. If you managed a saving grace to not die, your familiar also doesn't die.

Should your character actually die and thus your spirit familiar die, but your character be resurrected by mean os a spell like Resurrection or Miracle Summoning, the spirit familiar will remain dead. You would then need to use Runic Awakening to recreate a new spirit familiar at Tier 1, and regrow that familiar with Runic Growth.