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==Warhammer== In both [[Warhammer Fantasy]] and [[Warhammer 40,000]], familiars are a kind of lesser [[daemon]] that [[Chaos]] [[Sorcerer]]s have traditionally been able to take as wargear. Daemonic familiars come in a vast array of shapes, but over time have had their roles simplify. For example, Warrior Familiars are unusually strong and aggressive for their kind, and generally provide some free attacks to their master. In 2nd edition [[Warhammer Fantasy Roleplay]] (the one by Black Industries), familiars are discussed in "Realms of Sorcery", the sourcebook on wizard PCs. Familiars are the very first entry in chapter 7, "Magical Tools": according to this book, there are three ways to get a Familiar in the Warhammer world. Firstly, you can craft a [[homunculous]]; a little artifical man or beast made from artificial material (or flesh & bone, if you wanna be gross) and then bring it to life with magic. This option requires Magic (3), Academic Knowledge (Magic), and Arcane Language (Magick) to have both the raw power and the learning to complete the ritual, as well as the magical affinity for Death, Fire, Light, Metal, Shadow, Chaos or Necromancy magic in order to breathe life. Secondly, you can use magic to form a soul-bound with a living creature. This is easier than making a homunculous, as you only require Magic (2) and the Charm Animal skill, but it is restricted to those with the magical affinity for Beasts, Fire, the Heavens, Life, Light and Shadow magic, or those who possess the Witchcraft talent. The third option is to summon and bind an imp-level [[Daemon]] - these methods are only undertaken by Chaos Sorcerers, for obvious reasons, and are detailed in the splatbook ''Tome of Corruption'' instead. The big reason for bothering with this? Firstly, companionship; being a wizard is a lonely affair in the world of Warhammer. Secondly, every familiar has at least one of several magical bonuses: * Aethyric Reserve allows a familiar to store a spell and then unleash it on its own. * Link of Psyche gives master and familiar a telepathic bond - which, aside from being useful for using your familiar as a spy, also boosts both the wizard's Int and Willpower stats ''and'' the familiar's own whilst they're both conscious. * Lucky Charm causes the familiar to generate 2 Fortune Points per day. * Magic Focus allows the familiar to double an attribute of a spell, at the cost of making it more unpredictable. * Magic Power means that the familiar's presence effectively raises the wizard's Magic Characteristic by 1. * Master's Touch allows the familiar to serve as a "stand-in" for casting the wizard's spells. * Master's Voice allows the wizard to project their voice through the familiar from afar, which means it can effectively act as not only a living telephone, but also let the wizard cast even if he's gagged. * Voice of Reason makes the familiar into a natural magical dampener, giving its master added protection against Tzeentch's Curse. [[Category: Warhammer Fantasy]] [[Category: Warhammer 40,000]]
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