You gain the service of a familiar, a creature of your design made of flesh. When creating your familiar you start with a ball of meat and can up to 10 body parts. Body parts must be from tiny creatures or cut down to fit a tiny creature, these include legs, arms, wings, hands, paws, eyes, ears, mouth, nose, scales, tails, claws, etc.
Your familiar has the stats based of the body parts you have used, if unknown use the sats of a weasel. Your DM has the final say on whether or not the part can be used or what the sats should be
Your familiar acts independently of you, but it always obeys your commands. In combat, it's initiative is after yours. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, all the flesh used becomes rotten and loses it magic
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes (if it has them) and hear (if it has ears) what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead can change the parts of a familiar you already have, or create a new familiar causing the old one to rot and lose its magic.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
* - (1 gp worth of body parts per body part)
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