By magic bound
The Familiar has a long history in lore as being a companion to and servant of witches, wizards and sorcerers. The Dark Ages painted them as demonic creatures gifted to the magi by Satan. They were purported to subsist by suckling blood from the fingers, warts, or moles of the witch, and served to protect witch and assist in carrying out their magics. Despite their ill reputation, Familiars have been constant part of magical history and are one of the cornerstones of a powerful magi's life.
Obtaining a familiar
The simple truth is that the Familiar picks the Master. Some are chosen when the Master is young and needs a guide and protector, while others are chosen at older ages. Regardless of when it is done, the Familiar always chooses the Master. Once a Familiar has selected a Master, they remain with that Master for the rest of their life, unable to choose a different one unless their original Master dies.
Some Magi can work a spell that sends out a metaphysical call, a sort of advertisement that he is looking for a Familiar. When this happens, the essence of the person is carried along with the sending, allowing Familiars to "know" him or her and make their evaluation accordingly.
The ability to have a Familiar is something innate to all Magi, whether they are Witches, Warlocks, or a Magus. Once the Familiar has chosen a Magus, that Magus performs a ritual lasting 12 hours which ties the Familiar to him mentally and psychically.

Types of Familiars
There are a few different types of Familiars with the benefits offered varying according to the type they are:
- Animal Familiar: These familiars are 'normal' beasts and have no ability to turn into a human shape. They have average human intelligence and can serve as assistants and guardians, faithful companions who are willing to die for their Magus.
- Animal Familiars do not need to be player characters and can be NPC'd.
- Greater Familiar: These familiars are similar to animal familiars except they have the capacity to take on a human shape when desired. When in human form they can do everything that humans can do.
- Greater Familiars do not need to be player characters and can be NPC'd.
- Skinchangers: Skinchangers, or Shifters & Skinwalkers, can serve as a Magi's Familiar if they desire to do so.
- Skinchanger Familiars must be player characters and cannot be NPC'd.
Benefits of having a Familiar
From the Magus' point of view, having a familiar means having a servant whose loyalty is never in doubt, and who can be trusted with any secret regardless of how bad or good. In some places, it is considered taboo to have sexual relations with one's familiar, but in others not only is it expected, it is also considered normal. Familiars can therefore be lovers, friends, guardians, protectors and companions depending on the needs and desires of the Magus that holds their loyalty.
Because most Familiars have a bestial shape, they make superb guardians and protectors, or even early warning alarms for powerful magic or supernatural creatures. Many Magi also find it useful to use their familiars as an extra pair of eyes and ears and send them to spy on their enemies.
Powers of the Familiar
- Telepathy: The Familiar and their Master can communicate telepathically regardless of distance, although the Master can block out the Familiar if they choose to do so.
- Shapeshifting: Greater Familiars and Skinchanger Familiars can always return to their human form with only a few moments of thought required.
- Sense the Supernatural: Familiars automatically sense when there is another supernatural creature nearby. They may not be able to tell who specifically is, or what type of supernatural being it is, but they always know when one is in their vicinity.
- Sense Magic: Familiars can innately sense magical energy or spells. With enough time and practice they can also identify the spell or technique being used.
- Magical Knowledge: Familiars have an instinctive understanding of magic, the principles of magic, and how magic acts and functions. While they are not sure how they know what they know, they still know it. This knowledge however only becomes available at the request of the Master.
- Strengthen the Master: When a Magus and a Familiar are in proximity of 100 feet or less, the Magus enjoys a slight boost to the power of their spells and other magical endeavors.
Unfortunately for most Magi, their familiars, even the Skinchanger ones, remain decidedly mortal and can be killed by any means that can kill a normal human being.