Familiar
A familiar is a magical spirit in the shape of an animal (or something vaguely like an animal) which serves as a loyal minion to a witch, warlock or wizard. Originating from real-world beliefs about witches, it is a concept that has been deeply invested in many roleplaying games.
Dungeons & Dragons
In Dungeons & Dragons, the presence of a familiar has been a class feature for wizards since at least the days of Advanced Dungeons & Dragons.
Back in those days, wizards had fairly mundane familiar options - cats, rats, snakes, toads, bats, ravens, etc. However, certain sourcebooks introduced the idea that various magical creatures, such as dragonets, could also become familiars under the right (DM-mandated) circumstances. Familiars were mostly a role-play tool, but there were serious penalties to be had if your familiar died - anything from the loss of levels to potentially dropping dead on the spot!
3rd edition essentially brought familiars over unchanged in mechanics - except in one detail. Now, the PC could take a feat called Improved Familiar; ordinary familiars gave a small bonus, usually a +2 to a specific skill, but Improved Familiars were more powerful, combat-capable creatures. The precise list of Improved Familiars and alternative familiars grew over myriad sourcebooks, to the point that players could have beasts like hippogriffs and worgs under their command.
Familiars could even be creatures like Ravens or Monkeys who could speak and/or use tools. Combined with the ability to use their master's skills such as Use Magic Device, this allowed for the use of Familiars as an "extra action" of sorts, activating important consumables like Necklace of Fireballs, Wands or Healing potions. Familiars could also use all the gear that seemed designed as Druid-specific and that allowed people in animal forms to use human abilities like speech, magic equipment like cloaks, and get bonuses to their natural attacks. Therefore a properly designed Familiar could (with money) become a loyal cohort. Skill Monkeys like Rogues could spend a Feat to gain a familiar with opposable thumbs (like a lemur) which could use their many skills (Open Lock, Listen...) extremely well and often had huge racial bonuses to things like Hide or Move Silently. These familiars were a hefty investment, but could make the huge penalties for familiar death worth the risk.
For those who thought that familiars were more trouble than they were worth, most familiar-granting classes had options to replace your Familiar with some other ability. Wizards had some especially fantastic ones: for example conjurer wizards got an immediate action "teleport out of melee when attacked" ability, or the feat Rapid Spell applied for free to all their Summon Monster spells.
4th edition changed that by completely removing the familiar at first. As they pointed out, familiars had traditionally not been very well regarded; they were most ignored by players and considered more of a detriment than an advantage, since they were so frail and inflicted so much damage on the player if they died. Familiars didn't resurface until the Arcane Power sourcebook, where taking a familiar became a Feat available to any Arcane class. Now, your familiar can switch between a passive move, in which they are sharing the player's space and immune to attack, or an active mode, in which they can move independently and use a special power depending on the familiar. For example, spiders can be used to haul small objects to different places with their webbing, whilst ravens can become living videophones for you. Plus, if your familiar gets killed, it automatically comes back to life good as new the next time you complete a rest.
5th edition mostly takes its lead from 4th edition. Familiars are no longer a default option; instead, arcanists have access to a 1st level spell called Find Familiar, which summons a magical spirit in the form of one of various little beasties. It no longer can attack, but neither can it be killed permanently and its death has no negative effect on you. Its main use is to serve as a spy and as a conduit for spells that normally have a range of "Touch".
Lists of Familiars
3rd EDITION
When we said that 3rd edition's list of potential familiars was insane, we weren't kidding. This list can be broken up into Standard familiars, those that come from the Familiar class feature, and Improved Familiars, which require a feat. Complete Warrior introduced the concept of "Guardian Familiars", which are Constructs that act as familiars by being built and then combined with the purchase of the Improved Familiar feat. Dragon Magazine also added to the fun, with a motley array of new standard and improved familiars, as well as rules for Imbued Staffs (a variant familiar feature) in Issue #338 and an array of Construct Familiars, using the same mechanics as Guardian Familiars, in issue #341.
Spells and feats further add to the possibilities for customizing your familiar:
Other way to change your familiar:
Spell: Note that these are all 3.0 rules
- [Dead Familiar]: Makes your dead familiar undead.
- [Familiar]: instant duration; Turns your familiar into a tiny elemental
- [Familiar]: Turns your familiar into a Celestial/Fiendish/Axiomatic/Anarchic creature. (Weirdly its a cleric spell but it can only be cast on your own familiar, so you need to either UMD a scroll or use Limited wish.
Feats:
- Construct Familiar (#280 p62): Turns your familiar into a construct
- Extra Familiar (#280 p62): Lets you take a new familiar each time you take this feat.
- Undead Familiar (#280 p62): Turns your familiar into an undead.
- Token Familiar (#280 p62): Turns your familiar into a little item and back at will
- Shadowform Familiar (CoR p22): Turns your familiar incorporeal, Krinth only
- Stitched Flesh Familiar (LM p30): Turns your familiar into an undead
- Shadow Familiar (ToM p138): Grant you a familiar with the the dark template or give it to your already existing familiar, Need Shadowcaster 3rd level
Prestige Class:
- Alienist lvl 5 (CAr p21): Grants pseudonatural template to your familiar
- Bonded Summoner (MH p16): Replace familiar with an Elemental, starting at medium size and ending as an Elder Elemental.
- Fleshwarper (LoM p189): Change your familiar type to Aberration, and give him up to four ability.
- Fiend-Blooded (HH p102): Grants fiendish templates to your familiar.
- Nar Demonbinder (UE p25): Grants an Imp or a Quasit familiar as with the improved familiar feat.
- Arcane Hierophant (RoTW p108): Grant the ability of a familiar to your animal companion.
- Spell Sovereign (Dragon Magazine #357): Allows you to take a Living Spell as your familiar.
Also, the Dread Necromancer (HH p84) gain a familiar at 7th level from the following list: Imp, Quasit, Vargouille or Ghostly Visage (a Fiend Folio creature).
- Standard 3e Familiars
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- Player's Handbook Familiars
- Bat (+3 on Listen checks)
- Cat (+3 on Move Silently Checks)
- Hawk (+3 on Spot Checks in bright light)
- Lizard (+3 on Climb Checks)
- Owl (+3 on Spot Checks in Shadow)
- Rat (+2 on Fortitude Saves)
- Raven (+3 on Appraise Checks, can speak 1 language)
- Tiny Viper Snake (+3 on Bluff Checks)
- Toad (+3 on hit points)
- Weasel (+2 on Reflex Saves)
- Dungeon Master's Guide Familiars
- Tiny or Smaller Masters Only
- Dungeon Master's Guide Familiars
- Ferret (+2 on Reflex Saves)
- Hedgehog (+1 to Natural Armor)
- Mouse (+2 on Move Silently Checks)
- Screech Owl (+2 on Move Silently Checks)
- Thrush (Speaks 1 Language)
- Huge or Bigger Masters Only
- Dire Rat (+2 on Fortitude Saves)
- Leopard (+2 on Move Silently Checks)
- Monitor Lizard (+3 on Hit Points)
- Medium Owl (+2 on Move Silently Checks)
- Wolverine (+2 on Reflex Saves)
- Sandstorm Familiars
- Horned Lizard (+2 on Will Saves)
- Stormwrack Familiars
- Albatross (+1 on Spot Checks)
- Eel (+3 on Escape Artist Checks)
- Fish Owl (+3 on Spot Checks in Shadow)
- Octopus (+3 on Grapple Checks)
- Parrot (+3 on Appraise Checks, can speak 1 language)
- Sea Snake (+3 on Bluff Checks)
- Frostburn Familiars
- Arctic Fox (+3 on Move Silently Checks)
- Gyrfalcon (+3 on Spot checks)
- Lemming (+2 on Listen and Spot Checks)
- Snowy Owl (+3 on Move Silently Checks)
- Penguin (+2 on Fortitude Saves)
- Puffing (+3 on Survival Checks)
- Dragon Magic Familiars
- Huitzil (+3 on Sleight of Hand Checks)
- Serpent Kingdoms Familiars (requires Yuan-ti race)
- Dung Snake (+3 on Bluff Checks)
- Reed Snake (+3 on Bluff Checks)
- Sewerm (+3 on Bluff Checks)
- Monsters of Faerun Familiars
- Hairy Spider (no bonuses)
- Dragon Magazine Familiars
- Compsognathus (#318, +3 on Hide Checks)
- Ramphorhynchus (#318, +3 on Initiative Checks)
- Critic Lizard (#319, +2 on Reflex Saves)
- Floater (#319, +3 on Sense Motive checks)
- Speckled Hurrum (#319, +3 on Diplomacy Checks)
- Jankx (#319, +3 on Listen Checks)
- Kes'trekel (#319, +2 on Fortitude Saves)
- Mulworm (#319, +3 Hit Points)
- Ramphor (#319, +3 on Spot Checks)
- Z'tal (#319, +3 on Intimidate Checks)
- Turtle (#323, Optionally Abjurer Only, +1 AC when prone or behind cover)
- Hummingbird (#323, Optionally Conjurers Only, +4 on Initiative checks)
- Fly (#323, Optionally Diviners Only, +3 on Gather Information Checks)
- Mink (#323, Optionally Enchanters Only, +3 on Diplomacy Checks)
- Spider (#323, Optionally Evokers Only, +3 on Sleight of Hand Checks)
- Fox (#323, Optionally Illusionists Only, +2 on Will saves)
- Vulture (#323, Optionally Necromancers Only, +4 on Fortitude Saves vs Disease)
- Caterpillar (#323, Optionally Transmuters Only, +3 on Disguise checks, at 5th level can be changed into a Butterfly or Moth to grant +3 on Spellcraft Checks instead)
- Chameleon (#341, +3 on Disguise checks)
- Crow (#341, +2 on Fortitude saves)
- Dark Chanting Goshawk (#341, +2 on Will saves)
- Dog (#341, +3 on Sense Motives checks)
- Flying Fox (#341, +3 on Sleight of Hand Checks)
- Iguana (#341, +3 on Climb checks)
- Monkey (#341, +3 on Tumble checks)
- Night Lizard (#341, +3 on Hide checks)
- Platypus (#341, +3 on Swim checks)
- Rabbit (#341, +3 on Listen checks)
- Squirrel (#341, +3 on Jump checks)
- Vampire Bat (#341, no bonuses)
- Badger (#352, +3 on Knowledge (Arcana) checks)
- Badger (#277, 3.0 rules, +2 on Will saves)
- Chipmunk (#277, 3.0 rules, +2 on Reflex saves)
- Dog (#277, 3.0 rules, +2 on Sense Motive checks)
- Eagle (#277, 3.0 rules, no bonus)
- Groundhog (#277, 3.0 rules, +2 on Fortitude saves)
- Lizard (#277, 3.0 rules, +2 on Climb checks)
- Monkey (#277, 3.0 rules, +2 on Pic Pockets checks)
- Otter (#277, 3.0 rules, +2 on Swim checks)
- Small Constrictor Snake (#277, 3.0 rules, No Bonus)
- Bird (#280, 3.0 rules, variable bonus)
- Dog (#280, 3.0 rules, +2 on Sense Motive checks)
- Fox (#280, 3.0 rules, +2 on Reflex saves)
- Hare (#280, 3.0 rules, +2 on Listen checks)
- Lizard (#280, 3.0 rules, +2 on Climb checks)
- Mouse (#280, 3.0 rules, +2 on Hide checks)
- Otter (#280, 3.0 rules, +2 on Swim checks)
- Raccoon (#280, 3.0 rules, +2 on Pick Pockets checks)
- Skunk (#280, 3.0 rules, musk attack 1/day - master is immune)
- Squirrel (#280, 3.0 rules, +2 on reflex saves)
- Golden the Clockwork Cat (#299, 3.0 rules, as Cat but has Construct type)
- Improved 3e Familiars
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- Dungeon Master's Guide Familiars
- Shocker Lizard (Neutral Alignment, 5th level)
- Stirge (Neutral Alignment, 5th level)
- Formian Worker (Lawful Neutral Alignment, 7th level)
- Imp (Lawful Evil Alignment, 7th level)
- Pseudodragon (Neutral Good Alignment, 7th level)
- Quasit (Chaotic Evil Alignment, 7th level)
- Celestial Template Standard Familiar (3rd level)
- Fiendish Template Standard Familiar (3rd level)
- Small Air/Earth/Fire/Water Elemental (5th level)
- Homunculus (7th level)
- Ice Mephit (7th level)
- Complete Warrior Familiars
- Krenshar (Any Alignment, 3rd level)
- Worg (Any Non-Good Alignment, 3rd level)
- Blink Dog (Any Non-Chaotic AND Non-Evil Alignment, 5th level)
- Hell Hound (Any Non-Chaotic AND Non-Good Alignment, 5th level)
- Hippogriff (Any Alignment, 7th level)
- Howler (Any Non-Lawful AND Non-Good Alignment, 7th level)
- Winter Wolf (Any Non-Good Alignment, 7th level)
- Spark Guardian (7th level, Craft Construct, Spells: Lightning Bolt, Locate Creature, Minor Creation)
- Gauntlet Guardian (9th level, Craft Construct, Spells: Fabricate, Locate Creature, Stone Shape)
- Blade Guardian (11th level, Craft Construct, Spells: Fabricate, Locate Creature, Tenser's Transformation)
- Complete Scoundrel Familiars
- Small Monstrous Centipede (Neutral Alignment, 2nd level)
- Badger (Neutral Alignment, 3rd level)
- Small Monstrous Scorpion (Neutral Alignment, 3rd level)
- Medium Viper (Neutral Alignment, 3rd level)
- Small Monstrous Spider (Neutral Alignment, 4th level)
- Vargouille (Neutral Evil Alignment, 6th level)
- Mephit, Any (Neutral Alignment, 7th level)
- Supplementary Monster Manual Familiars
- Fire Bat (Any Alignment, 15th level, MMII)
- Clockwork Mender (Any Lawful Alignment, 5th level, MMIV)
- Sailsnake (Any Alignment, 5th level, MMIV)
- Gem Scarab (Any Alignment, 5th level, MMV)
- Tirbana Eyewing (Lawful Neutral OR Lawful Evil Alignment, 5th level, MMV)
- Forgotten Realms Campaign Setting Familiars
- Eyeball Beholderkin (Any Non-Good Alignment, 5th level)
- Night Hunter Bat (Any Non-Good Alignment, 5th level)
- Players Guide to Faerun Familiars
- Deathfang (Any Non-Good Alignment, 9th level)
- Flying Snake (Any Alignment, 3rd level)
- Spitting Crawler Lizard (Any Alignment, 3rd level)
- Lynx (Any Alignment, 3rd level)
- Osquip (Any Non-Good Alignment, 5th level)
- Tressym (Any Non-Evil Alignment, 5th level)
- Serpent Kingdoms Familiars
- Jaculi (Any Non-Lawful AND Non-Good Alignment, 5th level)
- Mlarraun (Any Alignment, 5th level)
- Muckdweller (Any Non-Chaotic AND Non-Good Alignment, 5th level)
- Glacier Snake (Any Alignment, 3rd level)
- Tree Python (Any Alignment, 3rd level)
- Whipsnake (Any Non-Lawful AND Non-Good Alignment, 3rd level)
- Shining South Familiars
- Beguiler (Any Alignment, 7th level)
- Starsnake (Any Alignment, 12th level)
- City of Splendors: Waterdeep Familiars
- Watchspider (Any Alignment, 3rd level)
- Book of Exalted Deeds Familiars
- Celestial Standard Familiar (Any Good Alignment, 3rd level)
- Couere Eladrin (Chaotic Good Alignment, 7th level)
- Lantern Archon (Lawful Good Alignment, 7th level)
- Musteval Guardinal (Neutral Good Alignment, 7th level)
- Planar Handbook Familiars
- Celestial Template Standard Familiar (3rd level)
- Fiendish Template Standard Familiar (3rd level)
- Anarchic Template Standard Familiar (3rd level)
- Axiomatic Template Standard Familiar (3rd level)
- Small Elemental (Any Alignment, 5thth level)
- Imp (Any Non-Chaotic AND Non-Good Alignment, 7th level)
- Lantern Archon (Any Non-Chaotic AND Non-Evil Alignment, 7th level)
- Mephit (Any Alignment, 7th level)
- Quasit (Any Non-Lawful AND Non-Good Alignment, 7th level)
- Dragon Wyrmling Familiars (Draconomicon)
- White (Neutral/Chaotic Neutral/Neutral Evil Alignment, 7th level)
- Black (Neutral/Neutral Evil/Chaotic Evil Alignment, 8th level)
- Brsss (Neutral Good/Chaotic Good/Chaotic Neutral Alignment, 9th level)
- Green (Neutral/Lawful Evil/Neutral Evil Alignment, 9th level)
- Copper (Chaotic Good/Neutral/Chaotic Neutral Alignment, 10th level)
- Blue (Lawful Neutral/Lawful Evil/Neutral Evil Alignment, 10th level)
- Bronze (Lawful Good/Lawful Neutral/Neutral Alignment, 11th level)
- Red (Chaotic Neutral/Chaotic Evil/Neutral Evil Alignment, 12th level)
- Silver (Lawful Good/Lawful Neutral/Neutral Alignment, 12th level)
- Gold (Lawful Good/Neutral Good/Lawful Neutral Alignment, 14th level)
- Dragon Magazine Familiars
- Spider Swarm (#329, Any Alignment, 3rd level)
- Bat Swarm (#329, Any Alignment, 5th level)
- Rat Swarm (#329, Any Alignment, 5th level)
- Locust Swarm (#329, Any Alignment, 7th level)
- Bone Rat Swarm (#329, Any Non-Good Alignment, 9th level)
- Centipede Swarm (#329, Any Alignment, 9th level)
- Corpse Rat Swarm (#329, Any Non-Good Alignment, 11th level)
- Emphemeral Swarm (#329, Any Non-Lawful AND Non-Good Alignment, 11th level)
- Swamp Strider Swarm (#329, Any Alignment, 11th level)
- Bloodmote Swarm (#329, Any Non-Good Alignment, 13th level)
- Dread Bloom Swarm (#329, Any Alignment, 13th level)
- Needletooth Swarm (#329, Any Alignment, 13th level)
- Hellwasp Swarm (#329, Any Non-Chaotic AND Non-Good Alignment, 16th level)
- Shimmerling Swarm (#329, Any Non-Lawful Alignment, 16th level)
- Brood Keeper Larva Swarm (#329, Any Alignment, 19th level)
- Choleric Imp (#338, Neutral Evil Alignment, 7th level)
- Melancholic Imp (#338, Neutral Evil Alignment, 7th level)
- Phlegmatic Imp(#338, Neutral Evil Alignment, 7th level)
- Sanguine Imp (#338, Neutral Evil Alignment, 7th level)
- Copper Asp (#341, Any Alignment, 3rd level, Craft Construct, Spells: Animate Rope, Melf's Acid Arrow)
- Razor Hawk (#341, Any Alignment, 3rd level, Craft Construct, Spells: Gust of Wind)
- Crystal Cat (#341, Any Alignment, 5th level, Craft Construct, Spells: Invisibility, Keen Edge)
- Glass Dragonfly (#341, Any Alignment, 5th level, Craft Construct, Spells: Colour Spray, Fly)
- Salvage Rat (#341, Any Alignment, 5th level, Craft Construct, Spells: Acid Splash, Shatter)
- Erudite Owl (#341, Any Alignment, 7th level, Craft Construct, Spells: Comprehend Languages, Detect Magic, Detect Poison, Fly)
- Mercurial Spider (#341, Any Alignment, 7th level, Craft Construct, Spells: Polymorph, Spider Climb)
- Great Horned Owl (#341, Any Alignment, 3rd level)
- King Cobra (#341, Any Alignment, 3rd level)
- Small Paraelemental (#347, Any Alignment, 5th level)
- Monodrone (#354, Any Lawful Alignment, 5th level)
- Shadovig (#299, Neutral Evil Alignment, 3rd level? 3.0 rules)
- Cloaker (#322, Any Non-Lawful Alignment, 14th level)
- Dark Creeper (#322, Any Non-Lawful Alignment, 10th level)
- Darkenbeast (#322, Any Non-Good Alignment, 12th level)
- Small Darkness Pseudo-Elemental (#322, Any Non-Good Alignment, 7th level)
- Night Hunter Bat (#322, Any Non-Good Alignment, 5th level)
- Sinister Bat (#322, Any Non-Chaotic Alignment, 8th level)
- Shadow (#322, Any Non-Lawful AND Non-Good Alignment, 9th level)
- Shadow Asp (#322, Any Alignment, 6th level)
- Shadow Mastiff (#322, Any Non-Good Alignment, 14th level)
- Wraith (#322, Any Non-Lawful AND Non-Good Alignment, 14th level)
Pathfinder
Pathfinder's take on familiars is essentially the same as in D&D 3rd edition, though the way classes interact with them is a bit different: Now wizards can pick between having a familiar or choosing a Bonded Item that gives them an extra spell per day. There is also no experience penalty for losing your familiar, so they definitely become less of a chore to own.
Sorcerers don't get familiars at all unless they take the Arcane bloodline, though having new bloodline class features does help salve the pain. Additionally the Witch class entirely relies upon using familiars as a kind of quasi-spellbook.
Also, thanks to the archetype system, a few other classes can pick them up, which can be great, since familiars largely suck on their own when they take their stats off of dedicated arcane casters. Having BAB scores, hit point totals and saves based off of Fighters, Paladins, Bloodragers, or other meatier classes can turn what were essentially touch-spell delivery systems and/or spies into full-fledged members of the party.
Finally, they added archetypes for familiars themselves, allowing you to make further custom adjustments to your class-companion if you need them to fill roles such as bodyguards, performers or pickpockets etc. Meaning what was essentially a forced choice in 3rd edition D&D has now become an entire avenue for class building in Pathfinder.
Warhammer
In both Warhammer Fantasy and Warhammer 40,000, familiars are a kind of lesser daemon that Chaos Sorcerers 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.
Deadlands
In the Deadlands roleplaying game, having a Familiar is a 5-point Huckster-only Edge found in the splatbook Hucksters and Hexes. With this Edge, the huckster forms a spiritual and mental link with a single small animal - no bigger than a medium-sized dog. The familiar's presence boosts the huckster's ability to manipulate magical energy, giving them a +1 to Hexcasting rolls. However, if it's slain, that spiritual link causes a huge backlash; the Huckster must make an Incredible (11) Vigor check or be Stunned until they can pass it, and even after they shake off the stunning, they suffer a -2 modifier to all Trait and Aptitude rolls for the next 1d6 days.
Add in that it costs triple the Bounty Points and a month of study and a Fair (5) Academia: Occult roll to replace a dead familiar, you better be treating it right, partner!