Familiars

A familiar is a small creature magically enhanced to serve a magic-user. The process grants supernatural intelligence and private communication. Familiars provide enhanced senses and act as scouts, spies, and guardians.

Bind familiar spell

Level: 1st level magic-user spell
Range: Touch
Duration: Permanent
Casting time: 1–24 hours
Cost: 100 SP in rare solvents

The magic-user implants their genetic code into a small creature (cat-sized or smaller). Requires a laboratory and feeding the creature a mixture of rare solvents and the caster’s genetic matter.

The creature must save vs. death or die. On 1-in-6, gains a mutation.

Familiar statistics

AC: 7
HD: 1d6 hit points
Movement: As creature type
Alignment: Same as magic-user
Intelligence: Supernatural
Morale: Never checks when defending master

Running familiars

Enhanced senses

Familiar retains and enhances its natural senses. Referee determines specific abilities based on creature type.

Special abilities

  • Shared language: Can communicate with master using shared language
  • Shared senses: Master can access familiar’s senses by concentrating (range: 30′)
  • Absolute loyalty: Obeys until death

Limitations

  • One only: Only one familiar per magic-user
  • Limited combat: Fights only to save master’s life
  • Divine displeasure: Purposely causing the death of one’s familiar brings divine wrath
  • No replacement: If is dismissed, cannot bind another

Adapted from AD&D 1e and The Complete Vivimancer, with help from Claude Sonnet 4.