Companion Skills
This is the (likely temporary) home of all skills which give you companions of some kind (characters which you gained from skills that you control during combat) and skills which modify those creatures. Companions are written with the assumption of the use of the Races (Optional Rule) though can be used without those rules. Act of Lazarus can also be found among Necromancy Skills, and Imaginarium can be found among Illusion Skills. Animal Companion will exist among Druidic Skills once those exist, and Familiars will exist among General Magical Skills once those exist.
Here is a link to a Google Sheet containing the Companion Character Sheets for all of the below Companions.
Please denote any errors on the Sheet in the Typos chat in the Discord.
Here is a link to a Google Sheet containing the Companion Character Sheets for all of the below Companions.
Please denote any errors on the Sheet in the Typos chat in the Discord.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Act of Lazarus | Magical, Necromancy, Devotion | Any (Any number of times) | 10 | Necromancy | 4 Hours | You may take this Devotion Skill at Level 1. It counts as the Devotion Skill you would usually be able to take at Level 6. Choose a single dead (not undead) target touched, and raise it from the dead by spending 4 Lazarus Points, changing its race to Zombie, Skeleton, or Ghost (chosen when first you activate this Skill on them). This undead is mindless, and follows your commands unless stated otherwise. When an undead you have created with this Skill dies or is destroyed, you may choose for their Lazarus Point cost to be refunded. You may destroy any undead created with this Skill as a Free Action. As a Bonus Action, you may spend additional Lazarus Points on an undead which you have already created to give a single chosen undead 1.3 Skill Points per 1 Lazarus Point you spend, or for each undead you have created to gain 0.4 Skill Points. Undead created by this Skill share your Level for all purposes, though gain nothing from Leveling Up except increases from HP Scaling and Mana Scaling. These Undead may use your Mana to activate skills, though have 0 Mana of their own, and a Mana Scaling of 0. These Undead only have HP gained from HP Scaling (meaning that their Maximum HP formula is HP Scaling * Level) Passive: You gain a number of Lazarus Points equal to the number of Skill Points you have spent to gain this Skill. |
Imaginarium | Magical, Illusion, Devotion | 4 | 10 | N/A | 4 Hours | You may take this Devotion Skill at Level 1. It counts as the Devotion Skill you would usually be able to take at Level 6. Create an illusion which is visual, auditory, olfactory, gustatory and tactile, and almost real, being able to interact with objects and others as though it were. A creature which knows the Imaginarium is an illusion in no way diminishes the Imaginarium or its effects. Your Imaginarium's appearance may alter slightly day to day, as would be natural, such as a human growing facial hair, or a snake shedding skin. Your Imaginarium has any 2 different actions each turn (such as a Primary Action and a Move Action, but not 2 Primary Actions), and a number of Reactions equal to half of your Reactions (rounded down). Your Imaginarium's Primary Action contains 2 Attacks if they're not wielding an item, and these attacks deal 1d8 + ((Might, Skill, or Magic)*2). Choose for the Imaginarium's Total Might, Total Skill, or Total Magic to be equal to your Total Magic. The two unchosen stats are 12. Your Imaginarium has a Level equal to your Level, 30 Base HP, a Size Number which may be as high as your Mana Scaling, the Figment Creature Type, always has one quarter as many Skill Points as you have (2.5 at Level 1), and any Psychic Damage the Imaginarium takes, you also take Due to the extreme unconscious concentration required to maintain the existence of an imaginarium, you may only have as many Imaginariums as you may maintain Concentrations. If you have more than 1 Imaginarium at once, one of your Concentrations is considered to be being occupied with each Imaginarium after the first. |
Tulpa's Sentience | Magical, Illusion | 0 | N/A | Imaginarium | Passive | Your Imaginarium gains a consciousness of its own, and adheres to a personality that you may choose for you or your Host to decide on. This consciousness is consistent, regardless of the physical form your Imaginarium takes. |
Influenced Imaginarium | Magical, Illusion | 2 | N/A | Imaginarium | Passive | Your Imaginarium may spend your actions in addition to their own. They may not use your Primary Action. |
Ingrained Imaginarium | Magical, Illusion | 2 | N/A | Tulpa's Sentience | Passive | Your Imaginarium loses the Figment Creature Type and gains the Humanoid, Fae, or Animal Creature Type. |
Idealized Imaginarium | Magical, Illusion, Devotion | 4 | N/A | Imaginarium | Passive | Your Imaginarium gains twice as many Skill Points. |
Animal Companion | Druidic, Oath, Devotion | 4 | N/A | You do not have the Animal Creature Type | Passive | You may take this Devotion Skill at Level 1. It counts as the Devotion Skill you would usually be able to take at Level 6. You share a mutual oath with an Animal. This oath is an acceptance and expression that neither oath bearer is more or less valuable than the other, and that neither exists to live and die in servitude, but in fraternity. Further specifications upon the exact obligations vary oath to oath. Some incorporate that each oath bearer is to supply safe passage, lodging, or sustenance while in their native domains where the other is foreign (for example, the non-animal leading within civilized ares, and the Animal leading in its natural habitat) and others detail doing anything in order to complete a mutual goal (in which case this Skill may be Respecified for free when the goal is completed.) A constant factor among such oaths are that neither Oath Bearer's life is more valuable than the other's. Nether creature can die/suffer from age while both oath bearers are alive (though the passive effects of the Age (Optional Rule) still apply). If the Animal does not already have stats easily on hand (or at the player's choice), they must take one of the following skills (and cannot take more than one of the following skills): Tiny Companion, Small Companion, Large Companion. You may allow your Animal Companion to use your Reactions. Animal Companions have 10 Base HP, and Base Mana equal to Total Magic * 2, and 0 Mana Scaling. Animal Companions do not gain Skill Points from Leveling Up. |
Tiny Companion | Animal, Companion | 0 | N/A | You are an Animal Companion | Passive | You become a Tiny Animal Companion. A Tiny Animal Companion is a creature capable of inflicting very little harm through sheer force, and occupying very little space such as a cat, fox, raven, or spider monkey. You are Resistant to Hot and Cold Weather. You are very hard to hit, gaining +4 Dodge and +6 Defense. You are quick, though weak, having 3 (Unnarmed, Tooth, or Claw) Melee Attacks with a Critical Chance of 18-20, each of which deal 1d4 + (Might or Skill) Slashing and Piercing Damage, and 1 Reaction. All of their Move Speeds are at least 6. Your Total Might is 8, your Total Skill is 14, and your Total Magic is 10. You gain the skill Irrit: (Passive) You may use your actions on any turn, taking priority over others if it is not your turn. |
Small Companion | Animal, Companion | 0 | N/A | You are an Animal Companion | Passive | You become a Small Animal Companion. A Small Animal Companion is a creature of smaller size, though aproximately the same strength as a humanoid, such as a labrador, small deer, or chimpanzee. You Resistant to Hot and Cold Weather. You are hearty, gaining +6 Defense, and gaining Resistance to Piercing and Slashing Damage. You are quick, and powerful having 2 (Unnarmed, Tooth, or Claw) Melee Attacks with a Critical Chance of 18-20, each of which deal 1d8 + ((Might or Skill)*2) Slashing and Piercing damage. All of your Move Speeds are at least 6. Your Total Might is 16, your Total Skill is 14, and your Total Magic is 6. |
Large Companion | Animal, Companion | 0 | N/A | You are an Animal Companion | Passive | You become a Large Animal Companion. A Large Animal Companion is a creature of larger size, or greater power than humanoid, such as a bear, horse, panther, gorilla, or tiger. You are large and powerful, gaining +6 Defense, but -4 Dodge, and gaining Resistance to Piercing and Slashing Damage as well as Immunity to Hot, and Cold Weather. You are powerful, but heavy, gaining +6 Hit and having 1 (Unnarmed, Tooth, or Claw) Melee Attack with a Critical Chance of 17-20, each of which deal 1d12 + ((Might or Skill)*2) Slashing, Piercing, and/or Bludgeoning Damage. Your Total Might is 22, your Total Skill is 10, and your Total Magic is 5. |
Companion Training | General, Druidic | 2 (Any number of Ranks) | N/A | Animal Companion | Passive | Your Animal Companion gains +2 Skill Points. You may only take this Skill once per Level you have. |
Companion Trainer | General, Druidic, Devotion | 0 | N/A | Animal Companion | Passive | Gain -1 Skill Point per Level (this cannot make you lose skills, and can make you have a negative number of Skill Points). Your Animal Companion gains +2 Skill Points per Level. |
Familiar | Animal, Companion, Magical, Devotion | 4 (Any Number of Ranks) | N/A | You are not a Wisp | Passive | You may take this Devotion Skill at Level 1. It counts as the Devotion Skill you would usually be able to take at Level 6. Form an arcane contract with an ephemeral fae Wisp, allowing it to anchor itself to this realm through your body, thus granting it a physical form known as a Familiar. While you are alive (or Undead with the skill Memories of the Past), the Wisp is incapable of dying. If the Familiar is destroyed or killed, the Wisp will survive and take shelter within your mind until sunrise. At sunrise, the Wisp will create a new Familiar (of the same kind which existed before being destroyed or killed). The Familiar is weak and ephemeral, having a Walk Speed of 5 and a Fly Speed of 5, are Tiny Sized (having a Size Number of 4), having a Total Might of 6, and a Total Skill of 14. Additionally, the Familiar has 2 Attacks and 1 Reaction, an amount of Mana equal to double their Total Magic, and a Mana Scaling of 0. The Familiar's innately arcane form is vulnerable to True Damage, and Lead Damage, and Immune to Arcane Damage. A Wisp may choose not to experience particular forms of stimuli which the Familiar experiences, such as choosing not to feel pain, or choosing to go blind as a Free Action at will. The Wisp is deprived of their own power while outside of Vilterheim, instead using your Level, and only gaining the bonuses from Leveling Up as usual, with the exception that they always have a number of Skill Points equal to one quarter as many as you have (2.5 at Level 1), as well as only having a Total Magic of 18. While in Vilterheim, a Familiar is at least Level 16. Wisps are Arcane Elementals, having 50% Arcane Damage Absorption. A Wisp's body may have an amount of HP equal to double their Maximum HP, the top most half of which (all HP which is over their Maximum HP) is an Arcane Shield which cannot be increased except by Absorbing Arcane Damage or by its natural regeneration. While the Wisp's body has at least 1 Mana, this Arcane Shield's HP increases by 5 at the start of each of the Wisp's turns, up to a maximum amount equal to the Wisp's Body's Maximum HP. This Arcane Shield behaves in all ways like HP with the exception that neither methods of increasing this Arcane Shield are healing. Some Wisps are grateful to have a body again, and others have great difficulty adapting to their newfound weakness, but a Wisp with any sense whatsoever prioritizes the survival of the one they are bound to due to the Wisp's conditional immortality. The Wisp must gain one of the following skills: Animal Familiar, Demonic Familiar, Humanoid Familiar, Dragonoid Familiar. Wisps cannot gain Devotion Skills. |
Animal Familiar | Familiar, Animal | 1 | N/A | You occupy a Familiar | Passive | Your Familiar is physically representative of an animal, real or fictional. Gain +5 Leap Speed. Gain +1 to all Move Speeds. Gain the Bipedal Quadruped Racial Skill: (Passive) Your Crawl Speed is equal to your Walk Speed. The creature you are bound to gains +1 Skill Point per Level on any Level wherein they spend at least 3 Skill Points on General, Divination, Elemental, or Druidic Skills. |
Primordial Familiar | Familiar, Demonic | 1 | N/A | You occupy a Familiar | Passive | Your Familiar is physically representative of a celestial, demon, or Primordial. real or fictional. Others may take the skill Oath Skills in your name, and if they do, they gain +1 Skill Point which can only be spent on Unholy, Divine, or Ambivalent Skills. The creature you are bound to gains +1 Skill Point per Level on any Level wherein they spend at least 3 Skill Points on Magical, Divine, Unholy, or Ambivalent Skills. |
Humanoid Familiar | Familiar | 1 | N/A | You occupy a Familiar | Passive | Your Familiar is physically representative of a humanoid, real or fictional ((note: not a Humanoid)). Gain the Humanoid Creature Type, Your Size becomes Medium (and your Size Number becomes 8) and you gain +4 Total Might. Your Familiar might be much larger than your native form. If this is the case, swap your Total Might and Total Skill (before or after this Skill's Total Might increase, your choice, chosen when this Skill is taken). |
Dragonoid Familiar | Familiar, Dragonoid | 1 | N/A | You occupy a Familiar | Passive | Your Familiar is physically representative of a Dragonoid, real or fictional. Gain the Dragonoid Creature Type, and gain +1 Dragonoid Devotion Skill and -2 Skill Points (even if this then means that you have a negative number of Skill Points). You may gain Devotion Skills, but they must Dragonoid Devotion Skills. Gain the Racial Skill Adaptable: (Passive) Before you play, you may swap Total Might, Total Skill, and Total Magic's numbers as you wish. |
Familiar's Osmosis | Familiar, Magical | 1 | 0 | You occupy a Familiar | Passive | You may spend the Mana of the creature you are bound to if they consent or are unconscious. When the creature you are bound to takes damage, you may choose for your Arcane Shield to take as much of that damage as possible. |
Protected Familiar | Familiar, Magical | 1 | 0 | You occupy a Familiar | Passive | Gain +10 Maximum Arcane Shield. Your Arcane Shield is not altered or harmed by anti-magic, and is not Vulnerable to any Damage Types. |
Familiar's Familiarity | Familiar, Magical | 1 | N/A | You occupy a Familiar | Passive | Gain the skill Aeromancy, Cryomancy Electromancy, Geomancy, Hydromancy, Pyromancy, or Vitriomancy. Gain +4 Skill Points which can only be spent on skills which require the chosen skill. You may choose to instead gain +5 Skill Points which may only be spent on Divination Skills. |
Familiar's Empowerment | Familiar, Magical | 1 (Any number of Ranks) | N/A | You occupy a Familiar | Passive | Gain +1 Total Might and +1 Total Skill. |
Familiar's Unbinding | Familiar, Magical | 1 (Up to 4 Ranks) | N/A | You occupy a Familiar | Passive | Gain +1 Total Magic. |