====== Familiars ====== {{:operations:public:interactive_rulebook:core:25f1ce0a-a46e-433c-8360-62b7f7f03df2.png?nolink&400|}}\\ A **Familiar** is a magical companion created through Ritual Magic. Unlike pets or summoned creatures, familiars are **non-combat spiritual extensions** of the character, offering narrative depth, passive bonuses, and opportunities for rich character expression. ---- ===== 🧿 What Is a Familiar? ===== Familiars are: * **Non-combatants** * Bound to a single character * Created via a specific **Create Familiar Ritual** * Visibly represented in-game They reflect the caster’s class, magical affinity, or personality, and should be represented by a **prop, token, costume piece, or visible marker**. ---- ===== 🔮 Obtaining a Familiar ===== To gain a familiar, you must: * Successfully complete the **Create Familiar Ritual** * Provide the required components * Be assisted by a **Ritual Marshal** * Have the **Ritual Magic skill** needed to cast the scroll Familiars are **bound to one character**, and this bond continues from game to game unless broken by: * Dispel magic * Character death * Specific ritual interference ---- ===== 🎭 Representing a Familiar ===== All familiars must be visibly represented. Options include: * A small plush, puppet, or magical token * Costume pieces (e.g., a glowing gem, arcane brooch) * An approved player or NPC acting as the familiar Familiars may have a name, appearance, or personality but cannot speak unless enhanced through rituals. ---- ===== 🌟 Roles of a Familiar ===== **1. Character Enhancement** * May grant minor, GM-approved effects such as: - Bonus spell uses - Minor resistances - Ritual support * Effects are passive and thematic—**not mechanical power-ups** **2. Narrative Anchor** * Can emote, gesture, or respond to character mood * May sense magical danger or amplify dramatic moments * Useful as a symbolic or emotional tether **3. World Interaction** * May assist in rituals, alchemy labs, or scene flavor * Cannot act without the bonded player present * Can roleplay delivering messages, sensing magic, or reacting to relics ---- ===== 🧬 Augmenting a Familiar ===== Familiars may be enhanced through advanced rituals or storyline milestones. Possible augmentations (requires GM or Ritual Marshal approval): * Limited communication (one-word phrases, emotional cues) * Visual transformations (glowing eyes, wings, elemental features) * Additional resistances or passive traits Augmentations **require components**, **ritual casting**, and often **roleplay justification**. ---- ===== 🚫 Familiar Limitations ===== * **Non-combatant** – Cannot deal or absorb damage or block spells * **Not autonomous** – Cannot act independently of their player * **Passive-only** – No active mechanics unless approved via augmentation * **Loss & Regrowth** – Familiars can be destroyed by magical trauma or failure and may be restored only through roleplay and effort Treat the loss of a Familiar as a significant **narrative event**, not a reset button. ---- ===== Related Sections ===== * [[operations:public:interactive_rulebook:core:ritual_magic|Ritual Magic]] * [[operations:public:interactive_rulebook:core:magic|Magic & Spellcasting]] * [[operations:public:interactive_rulebook:core:conditions_and_effects|Status Effects]] ---- **Volaire LARP** – //Your magic has a face. It watches, follows, and remembers.//