Requirements: Mage 1, [I] 11+
You can summon magical spirits to aid you in combat.
Level 1. You learn the following unique spell:
Familiar: (MP cost 1, 2 TS) You summon an Arcane Sprite at a location within 1 unit. You control the spirit, it is your familiar.
Level 2. You learn the following unique spell:
Warp Bolt: (MP cost 1, 2 TS) Make an [I] spell attack roll against a creature within 6 units, a creature may choose to fail its defense roll. If you hit, you may teleport your familiar to a location within 1 unit of the target. The creature either regains 1d4 hit points or takes 1d4 damage, caster's choice.
Level 3. You can spend 1 MP and 1 TS to teleport to a location within 1 unit of your familiar.
Synergies:
Your GM may allow you to bond with a pre-existing creature that can become your familiar. To do so, you must cast the familiar spell. It targets the creature. If the spell is successfully cast, the creature disappears and is now bonded to you. Casting the Familiar spell summons its spirit as an Arcane Sprite, or whatever form the familiar takes. If you have 3 levels in the Beastmaster boon, you can use the With Me! feature to summon the creature's corporeal form. You may always communicate with the creature mentally, as per the Telepath boon, even if the creature is not summoned.
The familiar summoning rule: (rule) A creature can only have 1 familiar. If a creature gains another familiar, it must choose to dismiss one of them, instantly destroying it.
Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.