Familiars
Jan 3, 2023 18:01:09 GMT -6
Post by NPC on Jan 3, 2023 18:01:09 GMT -6
Introduction to Familiars
Requirements to Becoming a Familiar
Bonding with a Familiar
Familiars and Magic
Familiar Restrictions
A familiar is a creature that is deeply bonded with a Mage through magical energy. The connection between a familiar and a Mage runs deep, and it is as if they are one being, tied together by invisible strings. This bond is of mutual benefit to both parties, as they now share power, magic, and companionship with one another.
The special bond between a Mage and their familiar is very strong, and undoing it is devastating to both parties. It is best to think carefully about which familiar to choose. You’ll probably be stuck to them for life!
The special bond between a Mage and their familiar is very strong, and undoing it is devastating to both parties. It is best to think carefully about which familiar to choose. You’ll probably be stuck to them for life!
Requirements to Becoming a Familiar
Familiars must be power level 2 or lower. Familiars must also be small, under a meter or so in length. Familiars have to have a ‘soul’ and therefore cannot be artificial beings like robots… unless the being has somehow obtained a soul. Familiars do not have to have a physical body; they can be ethereal or invisible.
If your familiar is too big or too powerful to qualify, we suggest using a potion of some kind to power it down a bit. Or perhaps there is a spell that could help you.
Common Familiars Include: Orbaru, Jibiji, Lola, Izer, Faeron, Slynk, Puff Rayzor, Enileaf, Pachee, Gem Familiars
If your familiar is too big or too powerful to qualify, we suggest using a potion of some kind to power it down a bit. Or perhaps there is a spell that could help you.
Common Familiars Include: Orbaru, Jibiji, Lola, Izer, Faeron, Slynk, Puff Rayzor, Enileaf, Pachee, Gem Familiars
Bonding with a Familiar
First, your character must have MP and be able to cast a spell. Any spell will do.
Then you choose your familiar and take the skill ‘Familiarity’. Familiarity causes you to permanently lose one MP from your mana pool. You cannot take Familiarity unless you have at least one free MP to spend on it. Once you’ve taken the skill, you’re good to go! Now you’re bonded with your new Familiar. (Note that you cannot take the skill Familiarity until you have an eligible Familiar and are ready to bond to it.)
Now that you have made your bond with your Familiar, its loyalty drops back down to zero. There is no need to worry, however. The Familiar’s bond to you is beyond that of loyalty, and you automatically get all of the bonuses afforded to a high loyalty pet. The Familiar keeps its levels and all of its previous training, and may be trained as usual for a creature of its kind.
All Familiars gain loyalty at a rate of one per level. Any bonuses or hindrances it once had no longer apply.
Then you choose your familiar and take the skill ‘Familiarity’. Familiarity causes you to permanently lose one MP from your mana pool. You cannot take Familiarity unless you have at least one free MP to spend on it. Once you’ve taken the skill, you’re good to go! Now you’re bonded with your new Familiar. (Note that you cannot take the skill Familiarity until you have an eligible Familiar and are ready to bond to it.)
Now that you have made your bond with your Familiar, its loyalty drops back down to zero. There is no need to worry, however. The Familiar’s bond to you is beyond that of loyalty, and you automatically get all of the bonuses afforded to a high loyalty pet. The Familiar keeps its levels and all of its previous training, and may be trained as usual for a creature of its kind.
All Familiars gain loyalty at a rate of one per level. Any bonuses or hindrances it once had no longer apply.
Familiars and Magic
Familiars can learn to use magic based on their loyalty to the Mage.
As the Familiar increases in loyalty, it also increases in power. Familiars have three measures of power. Familiar Points (FP) which they use to cast Familiar specific spells, Magic Points (MP) which they use to cast regular spells, and Spell Points (SP) which they use to learn spells.
Familiar Points allow Familiars to cast Familiar specific spells. Familiars may have a maximum number of FP equal to their Mage’s MP divided by two. (A Mage with 10 MP has a familiar with a maximum of 5 FP. No matter how much loyalty the Familiar gains, it will only ever have 5 FP.) A Familiar may cast any FP spell that it has enough FP for; they do not need to be learned. A Familiar may recover spent FP via the ‘Restore Familiar’ skill.
Magic Points are exactly what you’d expect - points the Familiar can use to cast spells! Like with FP, Familiars can only have a maximum of their Mage’s MP divided by two. Familiars with MP use the same basic rules as magical creatures do when it comes to casting magic. (Note that Familiars cannot cast Familiar specific spells that require MP. Only the Mage may cast those spells.) The only difference is how they learn spells.
Spell Points are how Familiars learn spells. A lot like typical magical creatures, Familiars may learn one MP worth of spells for every SP they have. So a familiar with 4 SP may know one 4 MP spell or two 2 MP spells. The great thing about SP is that there is no limit - the Familiar can keep earning SP even beyond its max MP. This means it can learn a large variety of spells if you put in the hard work! Of course, the Familiar can only learn spells it is capable of casting unassisted.
As the Familiar increases in loyalty, it also increases in power. Familiars have three measures of power. Familiar Points (FP) which they use to cast Familiar specific spells, Magic Points (MP) which they use to cast regular spells, and Spell Points (SP) which they use to learn spells.
Familiar Points allow Familiars to cast Familiar specific spells. Familiars may have a maximum number of FP equal to their Mage’s MP divided by two. (A Mage with 10 MP has a familiar with a maximum of 5 FP. No matter how much loyalty the Familiar gains, it will only ever have 5 FP.) A Familiar may cast any FP spell that it has enough FP for; they do not need to be learned. A Familiar may recover spent FP via the ‘Restore Familiar’ skill.
Magic Points are exactly what you’d expect - points the Familiar can use to cast spells! Like with FP, Familiars can only have a maximum of their Mage’s MP divided by two. Familiars with MP use the same basic rules as magical creatures do when it comes to casting magic. (Note that Familiars cannot cast Familiar specific spells that require MP. Only the Mage may cast those spells.) The only difference is how they learn spells.
Spell Points are how Familiars learn spells. A lot like typical magical creatures, Familiars may learn one MP worth of spells for every SP they have. So a familiar with 4 SP may know one 4 MP spell or two 2 MP spells. The great thing about SP is that there is no limit - the Familiar can keep earning SP even beyond its max MP. This means it can learn a large variety of spells if you put in the hard work! Of course, the Familiar can only learn spells it is capable of casting unassisted.
Loyalty 0 | 0 FP | 1 MP | 1 SP |
Loyalty 5 | 2 FP | 2 MP | 2 SP |
Loyalty 7 | 3 FP | 3 MP | 3 SP |
Loyalty 9 | 4 FP | 4 MP | 4 SP |
Loyalty 11 | 5 FP | 5 MP | 5 SP |
Loyalty 13 | 6 FP | 6 MP | 6 SP |
Loyalty 15 | 7 FP | 7 MP | 7 SP |
Loyalty 17 | 8 FP | 8 MP | 8 SP |
Loyalty 19 | 9 FP | 9 MP | 9 SP |
Loyalty 21 | 10 FP | 10 MP | 10 SP |
Loyalty +2 | +1 FP | +1 MP | +1 SP |
Familiar Restrictions
A Familiar must be with you at all times. It cannot leave your ‘aura’ - the invisible magic field around a Mage. This aura seems to be between 1-2km. As you move further away from your familiar, it will become weaker and weaker until it dies.
What does this mean for you? Once you choose a familiar and have bonded to it, it must stay with you in ALL roleplay posts. To let your familiar leave your aura temporarily, see the spell ‘Sever Bond.’ If your Familiar is gaining levels and loyalty, it will increase the word count of your posts like any other creature. You may choose for your Familiar NOT to gain levels or loyalty and increase the word count, however it is still with you, and must be mentioned in character.
If your Familiar were to die, it permanently loses 3/4 of its loyalty to you. This also means that it loses access to any spells it may have had if its loyalty is no longer high enough to cast them.
Someone else may train your Familiar if they wanted to, but they cannot gain loyalty to anyone but you. The Familiar also cannot leave your aura, so it may be a bit tricky to arrange.
Mages may only have one Familiar. If you want a new one, you have to permanently cut ties with your current Familiar, including losing all loyalty it may have had, and any other benefits of being a Familiar (such as from skills). Even if you dismiss your Familiar, you do not gain your skill points (or MP) back from Familiarity, so remember to choose carefully and not to take the bond lightly.
Familiars cannot ever have its stats increased beyond power level 2. This includes gym training, items and potions, and spells that increase a creature's power. The only exception to this rule is Familiar Specific spells.
What does this mean for you? Once you choose a familiar and have bonded to it, it must stay with you in ALL roleplay posts. To let your familiar leave your aura temporarily, see the spell ‘Sever Bond.’ If your Familiar is gaining levels and loyalty, it will increase the word count of your posts like any other creature. You may choose for your Familiar NOT to gain levels or loyalty and increase the word count, however it is still with you, and must be mentioned in character.
If your Familiar were to die, it permanently loses 3/4 of its loyalty to you. This also means that it loses access to any spells it may have had if its loyalty is no longer high enough to cast them.
Someone else may train your Familiar if they wanted to, but they cannot gain loyalty to anyone but you. The Familiar also cannot leave your aura, so it may be a bit tricky to arrange.
Mages may only have one Familiar. If you want a new one, you have to permanently cut ties with your current Familiar, including losing all loyalty it may have had, and any other benefits of being a Familiar (such as from skills). Even if you dismiss your Familiar, you do not gain your skill points (or MP) back from Familiarity, so remember to choose carefully and not to take the bond lightly.
Familiars cannot ever have its stats increased beyond power level 2. This includes gym training, items and potions, and spells that increase a creature's power. The only exception to this rule is Familiar Specific spells.