When the magic a mage wields becomes more of a partner than a servant, a unique phenomenon occurs. The mage can beseech the realm of magic to grant her the friendship of an elemental that manifests in the guise of an animal. Some call it a familiar spirit or animal guide. Others call it a faithful steed. Regardless of the name she gives it, the mage gains the company of a creature that follows her along on her adventures.
A familiar is considered a legendary creature (see Nature in Chapter 4: Life and Death). As the mage gains ranks in this Special Power, the potential Size, Intellect, and abilities of the familiar all increase. The owner of a familiar need not be a wizened old wizard or fiery sorceress; an adept of the wilderness forms bonds with nature in mystical ways, also.
The mage must choose an elemental to bind to an animal. Mages must labor over the decision. An elemental will only be compatible with an animal similar to its qualities. For instance, an air elemental would prefer a bird to a snake, and a lightning elemental would prefer a cheetah to a turtle.
Despite their supernatural origins, familiars are flesh and blood, and can die in battle or be captured by enemies. The mage has the ability to call another when a familiar dies. The mage can also dismiss an existing familiar and call a replacement when she gains a new rank in this Special Power.
1. Weapon Discipline
Expoint Cost: 2 points
You have trained many hours with your chosen weapon type. All that practice has paid off and you gain a +1 to the Harm score of the weapon.
Requires: A minimum of 6 ranks in the weapon
2. Weapon Dedication
Expoint Cost: 3 points
Even those who are very familiar with your chosen weapon type regard you as more skilled than they will ever be. You gain an additional +1 to the Harm score of the weapon, to a total of +2. You also gain +1 to the Parry score.
Requires: A minimum of 7 ranks in the weapon
3. Weapon Specialist
Expoint Cost: 4 points
You are nearly unrivaled in your region in regards to skill with your chosen weapon. Spectators gather whenever you're in combat. You gain an additional +1 to the Harm score of the weapon, to a total of +3. You also gain +1 against being disarmed, and +1 to Accuracy.
Requires: A minimum of 8 ranks in the weapon
4. Weapon Master
Expoint Cost: 5 points
You can count on two hands the number of people as good as you in the world with your chosen weapon. Students beseech you to instruct them and damsels beg for you to fight in their honor. You gain an additional +1 to the Harm score of the weapon, to a total of +4. You also gain +1 to disarm someone with your weapon.
Requires: A minimum of 9 ranks in the weapon
5. Weapon Wizard
Expoint Cost: 6 points
Minstrels will tell tales of you long after you die. You have met two or three people in the entire world who can meet or best you with the weapon you have chosen. People name fighting styles after you. You gain an additional +1 to the Harm score of the weapon, to a total of +5. You also gain an additional +1 to Accuracy, to a total of +2.
Requires: A minimum of 10 ranks in the weapon