Difference between revisions of "Familiars"
(New page: ---------- ==Animal Familiar== ---------- Dor Un Avathar 8th Edition <br>A Monster ===Description:=== Animal Familiars are the legendary assistant, friend and servant to the Wizar...) |
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[[Mystical]] [[Beast]] | [[Mystical]] [[Beast]] | ||
===Q/M Ratio=== | ===Q/M Ratio=== | ||
− | 5/1 | + | .5/1 |
+ | |||
===[[Armor]]:=== | ===[[Armor]]:=== | ||
None | None | ||
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===Abilities & Traits:=== | ===Abilities & Traits:=== | ||
− | + | *[[Sheer Numbers]] For every [[Magic Points|spellpoint]] spent summoning a Familiar, it gains two lives to a maximum total lives to 6. | |
− | + | *[[Innate Magical Ability]]: [[Messenger]] (unlimited) Must be activated by summoner. | |
− | + | *[[Innate Magical Ability]]: [[Pass Without Trace]] (1/life) | |
− | + | *If a total of two or more spellpoints are spent on a Familiar, it may bear an [[enchantment]] placed by it’s summoner. | |
− | + | *If a total of three spellpoints are spent on a Familiar, its summoner (regardless of class) can [[Lend]] one spell at a time to the Familiar. The summoner pays for the spell, not the Lend. This ability may be reused without limit. A lent spellball may be reused normally by the Familiar, but is no longer available for the summoner's use. | |
− | + | *[[Vulnerability]]: [[Weak]] | |
− | + | *[[Vulnerability]]: Familiars always come alive at their summoner, but may not come alive if the summoner is dead (they have to wait and come alive together at [[Nirvana]]) or [[shattered]] (a Familiar is removed from play when its summoner is out of lives). | |
==Levels:== | ==Levels:== | ||
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[[Monster List]] | [[Monster List]] | ||
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+ | [[Category:Monsters]] |
Latest revision as of 02:58, 1 April 2024
Contents
Animal Familiar
Dor Un Avathar 8th Edition
A Monster
Description:
Animal Familiars are the legendary assistant, friend and servant to the Wizard and Druid. Taking the form of small, normal-looking animals, these helpful spirits exist to aid the summoner in all manner of chores, both mundane and magical. The most common forms include: cat, raven, bat, frog and owl, though Familiars come in as many varieties as the summoners themselves.
Garb:
Anything to suggest the type of animal you want to portray.
Type
Summoned By
Any Magic-Caster. Familiars cost at least one spellpoint to summon, but additional points may be spent to increase their lives and abilities. Purchasing a Familiar functions exactly like purchasing a weapon in all regards, except you cannot use Warskill to summon one. Abilities and lives purchased are cumulative. No more than three spellpoints may be spent on any single Familiar. (ex: a 3 point Familiar has 6 lives and all listed abilities.
Player Lives/Life:
1
Type:
Q/M Ratio
.5/1
Armor:
None
Weapons:
One short melee weapon (Natural)
Immunities:
None
Natural Lives:
See below
Abilities & Traits:
- Sheer Numbers For every spellpoint spent summoning a Familiar, it gains two lives to a maximum total lives to 6.
- Innate Magical Ability: Messenger (unlimited) Must be activated by summoner.
- Innate Magical Ability: Pass Without Trace (1/life)
- If a total of two or more spellpoints are spent on a Familiar, it may bear an enchantment placed by it’s summoner.
- If a total of three spellpoints are spent on a Familiar, its summoner (regardless of class) can Lend one spell at a time to the Familiar. The summoner pays for the spell, not the Lend. This ability may be reused without limit. A lent spellball may be reused normally by the Familiar, but is no longer available for the summoner's use.
- Vulnerability: Weak
- Vulnerability: Familiars always come alive at their summoner, but may not come alive if the summoner is dead (they have to wait and come alive together at Nirvana) or shattered (a Familiar is removed from play when its summoner is out of lives).
Levels:
This Monster does not have levels.