PROPOSED ALLY Just adding a familiar I wrote up. Feel free to comment and give feedback on balancing him and whatnot (since it's probably OP). I'd like to use him in the future after adjustments, if possible. Wisp 39 points A wisp is a small (3” wide), sapient
floating sphere of elemental magic. Wisps are highly attuned to magic and can
easily detect the effects of spells (including magic items), but cannot cast
spells. They can tamper with the local mana, releasing waves of magical
infusion which makes everyone more susceptible to magic, or disturbing the
inherent mana of a target, rendering them resistant to magic.
Wisp
Familiar: Ally (Wisp)
[9]; ER 6 (Drains Familiar, -50%) [9]; Insubstantiality (Affects Substantial,
+100%; Low Penetration* (½ ft), -50%; GBF, -40%; Magical, -10%; Maximum Duration
(20 seconds), -75%; Nuisance Effect (Eerie glow), -5%) [16]; Special Rapport
(Familiar) [5]; 39 points.
Wisp Template
ST: 0 [-100] HP: 10 [20] Speed: 6.00 [0]
DX: 12 [24]* Will: 13 [15] Move (Air): 12 [0]
IQ: 10 [0] Per: 12 [10] Move (Ground): 0 [0]
HT: 12 [20] FP: 12 [0] SM: -8
Dodge: 9 Parry: n/a DR: 0
Advantages:
Drain
Magic (Affliction 1; Advantage (Magic Resistance 4, +80%; Malediction, +100%;
Reliable 3, +15%; Costs Fatigue 1, -5%; Magical, -10%; Alternative Attack, *1/5)
[6]; Infuse Magic (Affliction 1; Disadvantage (Magic Susceptibility 5, +15%;
Area Effect (4 yd), +100%; Malediction, +100%; Reliable 2, +10%; Costs Fatigue 1,
-5%; Emanation, -20%; Magical, -10%) [29]; Detect (Magic) [10]; Doesn’t Eat or
Drink [20]; Doesn’t Breathe [10]; Immunity to Metabolic Hazards [30];
Insubstantiality (Affects Substantial, +100%; Always On, -50%; Low Penetration
(½ ft), -50%) [80].
Disadvantages:
Dependency
(Mana; Constantly) [-25]; Familiar [-22]; Invertebrate [-20]; No Legs (Aerial)
[0]; No Manipulators [-50]; Telepathic [0]. Skills:
Aerobatics
(H) DX-1 [2]-11; Stealth (A) DX [2]-12.
Perks:
Illumination
[1].
Class:
Elemental.
Further Traits
Masters of a wisp familiar can
buy Doesn’t Breathe (GBF, -40%; Oxygen Absorption, -25%) [7]; Detect (Magic;
GBF, -40%) [6]; Spirit Empathy (GBF, -40%; Specialized, Elementals, -50%) [2]; upgrade
to ER 8 (Drains Familiar, -50%) [12] or 10 [15]; Wild Talent (Focused: Magic,
-20%; GBF, -40%; Retention, +25%) [13/level].
Masters may improve
Insubstantiality: add Can Carry Objects (No Encumbrance), +10% [24]; Maximum
Duration (50 seconds), -65% [32]; Can Carry Objects (Light Encumbrance), +20%
[40]. Wizards (and other mages) may also buy up to three levels of Magery (GBF,
-40%; One College, Meta, -40%) [2/level]. *Low Penetration is a modifier I came up with to prevent passing through walls and/or ceilings. It's supposed to allow melee attacks, projectiles and missile weapons to pass through as well as movement through thin layers of solids (like nets, fences) but not sturdy doors.