Bond Familiar can only be cast on a creature that has agreed to become your familiar. The spell conjures an editable contract that both parties must understand and consent to before the spell can complete. The caster and creature can only have one familiar/master at a time.
The creature that the spell is being cast on can not be a humanoid, or giant. The creature must have complete free will, and can not be reliant on anyone to continue living (or unliving).The creature must have an intelligence score higher than 1.
If the contract has already been finalized, and both parties agreed to it and do not say otherwise, even if the creature is dead, the spell will take effect.
If the creature that the spell is active on has a challenge rating equal to or below your level it cannot die, and instead will revive over the course of 24 hours. The creature when revived can choose to appear next to their master, at the spot the contract was formed, or at the spot of their death. When the creature revives this way, it comes back to life with one hit point and 1d4 levels of exhaustion.
If this spell is used as a means to cheat death, and not in the spirit of a master-familiar bond, guilty parties take 30d10 radiant or necrotic or psychic damage and the spell and contracts affects are instantly nulled, anything killed by this spell can not be revived from anything short of a wish spell.
Bond Familiar is a spell with such power that it could not work as a 1st level spell, however a majority of gods power the spell, punishing any who break its terms.
The contract can add or remove certain effects, but the following terms apply no matter what.
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Both parties can sense each other no matter where the other is, and no matter what plane they are on.
Both parties can understand each other, no matter what language the other is speaking. Both parties can speak telepathically to each other, provided they are on the same plane.
Both parties receive some sort of mark, symbol or change on their body, symbolizing the other.
Both parties must have a way to break the contract that does not include death, pain, or suffering of any kind.
One or more stipulations must exist in the contract that allow one or both parties to null it without consequence.
When the creature dies, the caster of the spell receives some sort of intense backlash. The contract can edit what the backlash is, but it must be worrisome enough that the caster can not force the creature into horrible situations.
When the master of the contract dies, the creature the spell was cast on receives some sort of intense backlash. The contract can edit what the backlash is, but it must be worrisome enough that the creature can not force their master into horrible situations.
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Common contract abilities include but are not limited to…
The familiar, once per short rest, provided they are on the same plane, can teleport to the caster.
The caster and/or familiar can share senses with the other, provided they are on the same plane.
The caster can cast spells through their familiar, however the familiar must have 10 hit points per level of spell, or the spell is too intense for them to channel it.
Special abilities can be shared, such as some creatures' magic resistance if they are close to their master. |
* - (25g worth of fine ink and paper, as well as 10g worth of charcoal, incense and herbs that are consumed in a fire to summon the contract)
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