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Ver. 1.3.1

Familiars

A familiar is a semi-corporeal creature summoned by a spellcaster. It is a metaphysical projection of the summoner's personality, and acts as the summoner's companion. Summoning and controlling a familiar is a signature ability of the Witch

A person's familiar can take on many different forms, but the most common are various animals. The exact form that a familiar takes is unique to the person who summons it, and typically remains the same throughout that person's life each time it is summoned.

Familiar Companions

A familiar is a type of companion creature. As it is a projection of its summoner's own personality and energy, the summoner has the ability to see and hear through the familiar's senses, having it act as a literal "second set of eyes." As a companion, the summoner has full control over a familiar and it acts on its own turn.

Summoning a Familiar

Only a select few spellcasters are capable of conjuring a familiar. It is a skill typically learned early in one's magical learning, accomplished by casting a special spell. The first time you successfully summon a familiar, you choose which form your familiar takes on. This choice can't be changed later.

All familiar forms start as level 3 creatures. By amplifying the spell to summon your familiar, you also increase its level - up to a level 30 creature when the spell is amplified to level 10.

Familiar Abilities

Each familiar form has a set of unique abilities based on the creature it assumes the form of, but all familiars have a common set of abilities.

Extra Senses

The controller of a familiar can see and hear from the familiar's perspective at the same time as their own, and it can react based on your own senses. When you and your familiar are in the same area, you both use whichever Passive Perception among you is higher. At the beginning of combat, if your familiar rolls a higher initiative than you, you may choose to move your position in the turn order to immediately after your familiar. If you roll higher, you may choose to have your familiar's turn come immediately after yours. (This choice must be made at the start of a combat encounter - before the first round begins.)

Helping Hand

Familiars can assist you on any check for which assistance is possible, regardless of distance.

Familiar Rules

Familiar Forms

The following familiar forms are available. Your familiar doesn't have to be the exact animal listed - for example, the Hawk form could be used to represent any similar bird of prey such as a falcon or eagle.