Basic Guidelines
- Magical Familiars have their own profile template. Post it as the 3rd post in your character application. If you have more than one, use the [hide=Companion][/hide] tag and [hide=Familiar][/hide] if you had both. Be sure to mention how you use your Familiar under the mastery [hide=Tamer]tag.
- The shortened name for "Magical Familiar" is "Familiar".
- All characters that take Summoning Magic are granted management over Magical Familiars.
- Familiars do not gain experience.
- Familiars scales with the skill points invested in Summoning Magic.
- Certain familiars do not perform well against enemies or in areas where their counter-element is predominant, please read their description.
- More powerful familiars can communicate with their Summoner through telepathy.
- Familiars is much more powerful if their summoner has high mastery in its element. A fire imp is much more powerful if you have Pyromancy as a mastery.
- Summoner may not summon more than one familiar per battle.
- Unlike animal companions, familiars can be unsummoned.
- Summoners may only store up to 3 familiars; to get new familiars, PM one of the GMs and have them delete one of your familiars.
- Familiars may evolve every 55 mastery points. Evolving will increases the size of the familiar and noticeably alters their appearance.
Elemental Manifestation All familiars are magical, they either manifest in pure elemental forum or are shrouded with magical energy (this highly depends on the type of familiar).
- Pyromancy flame shrouds the familiar
- Aeromancy wind shrouds the familiar
- Geomancy chunks of rocks gravitate around the familiar
- Hydromancy water shrouds the familiar
- Volcumancy lightning shrouds the familiar
- Arcanamancy blue energy shrouds the familiar
- Malefimancy black energy shrouds the familiar
- Natural Magic familiar’s body is made out of plant life
- Illusion Magic violet energy shrouds the familiar
- Mimicry Magic indigo energy shrouds the familiar
Special Combinations These familiars may only be summoned when the summer has the required magic mastery.
- Necromancy & Summoning Magic Ghouls (enter corpses and use them shortly)
- Spectral Magic & Summoning Magic Specters (enter living thing and countrol their body shortly)
- Demonomancy & Summoning Magic Imps
- Hemomancy & Summoning Magic Bats
Evolution Stages Evolution of animal companions will be automatic when they have obtained 15 levels WHILE traveling/questing with their Tamer. Example: Elder Alpine Wolf, Dire Hyena, Seasoned Black Bear, etc...
- Tier I (Base Tier) Traits: average damage/abilitiesAll familiars start here. At this stage, the familiars are difficult to control and may not obey.
- Tier II Traits: increased damage/abilities, 1 additional skill
- Tier III Traits: superior damage/abilities, 1 additional skill
- Tier IV Traits: exceptional damage/abilities, 1 elite skill
- Tier V Not available at this time.
Starter Magical Familiars
Pseudodragon Manifestation - Physical only
Special Abilities - Evocation magic
Evolution Track:
- Pseudodragonling
- Pseudodragonite
- Pseudodragon
- Elder Pseudodragon
- Nether Pseudodragon
Phoenix Manifestation - Physical or Elemental
Special Abilities - Evocation magic
Evolution Track:
- Phoenix Hatchling
- Elder Phoenix
- Nether Phoenix
- Nefrdurne Nether Phoenix
- Nefrdurne Mystic Phoenix
Pixie Manifestation - Physical or Elemental
Special Abilities - Natural magic
Evolution Track:
- Juvenile Pixie
- Elder Pixie
- Nether Pixie
- Elhymn Nether Pixie
- Elhymn Mystic Pixie
Wisp Manifestation - Elemental only
Special Abilities - Divine magic
Evolution Track:
- Wispling
- Wisp
- Elder Wisp
- Nether Wisp
- Exatar Nether Wisp
Cat Manifestation - Physical or Elemental
Special Abilities - Phantasmic magic
Evolution Track:
- Juvenile Cat
- Dire Cat
- Nether Cat
- Velka Nether Cat
- Velka Mystic Cat
Raven Manifestation - Physical or Elemental
Special Abilities - Malignance magic
Evolution Track:
- Raven Hatchling
- Dire Raven
- Nether Raven
- Uldia Nether Raven
- Uldia Mystic Raven
Specter Requires Spectral Magic Manifestation - Elemental only
Special Abilities - may possess living things or inanimate object (like an armor suit) and control it for a short time.
Evolution Track:
- Juvenile Serpent
- Dire Serpent
- Nether Serpent
- Xandria Nether Serpent
- Xandria Mystic Serpent
Ghoul Requires Necromancy Manifestation - Elemental only
Special Abilities - may possess corpses and control it for a short time.
Evolution Track:
- Specter
- Grievous Specter
- Hollow Specter
- Nether Specter
- Askaran Nether Specter
Bat Requires Hemomancy Manifestation - Physical or Elemental
Special Abilities - Malignance magic
Evolution Track:
- Batling
- Dire Bat
- Spectral Bat
- Nether Bat
- Liandra Nether Bat
Imp Requires Demonomancy Manifestation - Physical or Elemental
Special Abilities - Malignance magic
Evolution Track:
- Impling
- Grievous Imp
- Spectral Imp
- Nether Imp
- Nysthandra Nether Imp