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| - A Familiar is a supernatural being that serves a witch.
- Familiars are enchanted creatures who follow and guide new witches to protect them while they learn the craft. After their work is done, they run away to their next charge. Familiars are naturally attuned to the seasons and phases of the moon and can be helpful in teaching the young witch a heightened awareness of his or her environment. As seen with Tuatha, even evil witches have familiars; guiding them down the path of evil. Certain familiars can become human as a reward for their faithful service so they can guide and train other familiars as well like Katrina.
- [[Archivo:Huron_Blackheart_Corsarios_Rojos_Caos_Warhammer_40k_Wikihammer.jpg|thumb|300px|Hamadrya (a los pies de Huron) es un ejemplo de familiar]]Los Familiares son objetos o criaturas modificadas genéticamente o corrompidas por la disformidad, con la finalidad de aumentar las habilidades y el poder psíquico de su amo.
- Familiar is a bat that lives in a group in a dark cave. It sucks blood from living things nearby using small but sharp teeth. A gray bat that's not very strong, but really annoying because it attacks very fast and relentlessly pursues passersby.
- Przyzwane przez gracza stwory mają różne umiejetności i pomagają mu w walce. To jest zalążek zalążka artykułu. Jeśli potrafisz – rozbuduj go. Ten artykuł jest tak mały że nie może zostać uznany nawet za zalążek. Informacje w nim zawarte są praktycznie żadne. Artykuł powinien zostać rozbudowany jak najszybciej. Musi on zyskać przynajmniej status zwykłego zalążka, inaczej zostanie usunięty! Familiar
- Familiars are Souls absorbed by Vampires.
- Familiar m. (feminine familiar, plural familiares) 1.
* of family 2.
* close, familiar 3.
* daily, plain
- Familiars are, essentially, pets. Each familiar assists you in battle in some way - for instance, the Mosquito pet sucks your enemies blood and uses it to restore your hit points.
- Few notes to familiars on Arelith:
* Characters don't gain any EXP while possessing familiars.
* Characters' state is still altered while familiar is possessed. The mage may die from hunger or thirst.
* Familiars don't have inventory. They can not carry items, including keys. They can not open door locked by a specific key or storage chests.
* There is console command -familiar that allows player to speak through their familiar without possessing it.
- A familiar is a normal creature that has been summoned to service by a sorcerer or wizard, after which it becomes a magical beast and gains new powers. They are magically linked to their masters, in some sense, practically existing as one being. All familiars have special abilities along with granting special abilities to its master.
- A familiar is a spiritual or supernatural being in the shape of an animal. This animal has symbolism or energy that can be important for one to know and use in their magickal workings, or even in their every day life. This concept is often confused with the Native American concept of totems and spirit animals.
- A Familiar is a shifter who works in coordination with a Magistar to help cast spells. The fact that a Familiar is always a shifter is a carefully guarded secret.
- A hermetic familiar is a magical animal bound with a magus. This is a voluntary bond on the part of both the magus and the animal. Though the bond brings benefits and powers to both magus and familiar, it involves a much deeper connection. Except for possibly a spouse, a familiar by its nature becomes the closest companion a magus will ever have.
- A familiar (使い魔 tsukaima) in the Nanoha universe is a magical creature that is created by a mage, based on an animal form.
- Through the use of Conjury, a Noble Dead is able to connect with an animal and see through their eyes and control their actions. Familiars can act as spies, slipping into places that their master cannot. An experienced Noble Dead can have more than one familiar. The vampire Chane had both a rat and a raven as a familiar at the same time. Chane teaches his master Toret how to create a familiar with a wolf.
- To the Yuuzhan Vong, a familiar or mascot was one who was a trusted aide, a close companion, and if need be, tutor. A familiar had additional meanings and duties which were unknown. Familiars and masters were connected to each other until one died. Vergere was a familiar to Falung and Elan. Vergere's relationship with the two priestesses was a form of mentorship. Onimi was also the familiar of Supreme Overlord Shimrra. While Onimi used the position to control Shimrra, in public, their relationship was physically abusive, and Onimi functioned as a jester rather than an aide.
- A familiar is a creature that makes a contract with a as a servant. The familiar is usually summoned by a spell, after which a contract is made. Once contracted, runes are magically engraved on the familiar. However, during Brimir's time, the runes were engraved by hand. The familiars of most mages remain unknown.
- A familiar is a magical creature which serves as a sort of servant to an accomplished wizard. The power of the Familiar seems to be in direct proportion to the power of the Wizard to whom it is a companion to. It is known that the Familiar can exist when the Wizard is unconscious, and is able to continue spells that the Wizard had cast. (For example: Fenrus able to keep Erasmus' house afloat in QfG5.) Notable familiars include:
* Fenrus, familiar of Erasmus (or is that the other way around?)
* Damiano, familiar of Zara
* Archimedes, a familiar of Merlin.
- Familiars have been described as the alter-ego, spirit companion, or animal that aids a witch. The definition of a familiar may vary from person to person. Some believe that the familar is a projection of the self, others that it is a separate entity, and still others that it is a physical animal.
- Familiars (使い魔, Tsukaima?) are special assistants used by the magi. Since it's natural for a magus to separate himself from society, the use of familiars capable of performing small, simple errands is considered orthodox. Although a different entity, familiars are seen as an extension of the magus as there is both a mental and physical connection between the two. The symbol of the magus itself and fundamentally different from creatures like the Demons or Spirits who are summoned and then bound by a contract.
- Familiar is a creature that has penguin and puffle parts. He got this from going into a Demon Cloning Machine on August 3, 2009.
- A Familiar is a spirit that accompanies you as your friend and ally. It is not a real creature, and doesn't need to eat or breathe. A familiar is obtained with the Arcane Familiar feat, and you may select a different familiar by retraining said feat.
- Familiars are a race of celestial beings who are usually in the service of more powerful beings, mostly Divinians and other god-like beings. They come in a variety of subraces, all of which are very distinct from one another. Despite being servitors, they maintain their own sense of hierarchy.
- A familiar, or familiar spirit, is a supernatural entity that assist witches in their practice of magic and witchcraft. They serve a witch as a domestic companion, servant, and spy. On the HBO original series True Blood, Familiars can appear in numerous disguises, but are often animal-shaped, although human or humanoid figures may also exist. __TOC__
- Familiars are supernatural beings that can be summoned to aid practitioners of magic and are most commonly associated with witches.
- Familiars are artificially-created creatures and constructs that slavishly follow and attend to their master. Familiars can be based on a wide number of living creatures, bio-constructs or pure automata. These are restricted to creatures smaller than an adult human (anything else would class as a Servitor), and by their nature cling to a single master unless instructed otherwise. Mostly, Familiars do not possess any significant degree of intelligence and are trained or programmed to perform certain tasks on command. Familiars are either living creatures controlled by the mind of their master via arcane psyber neuro-implants or are cybernetic creatures controlled by voice or coded Vox-signal command. Such slaved creatures are the strange fruit of ancient sciences and arcane superstitions, a
- A familiar is a piratey pet won in huge tourneys, like the Olympic Champions League or certain forum contests. They are only created when two OceanMasters agree to create one, and what results is a huge tournament or contest likely to have many entrants. In other words, it's very hard to get a familiar. Familiars are rarely available for purchase and never directly from the Ringers. When a player decides to part with his or her hard-won familiar, the general asking price lies somewhere from 2,000,000 to 5,000,000 Pieces of Eight.
- A familiar is a small creature that is magically linked to its owner. Familiars are summoned creatures and can be summoned or unsummoned freely unless they are killed. They do not try to engage in combat, and usually just follow behind the master. While summoned, they grant a bonus that is roughly the equivalent of a feat. As the master advances, so do the familiars. They gain more hit points, better saving throws, and so on. They also gain evasion and spell resistance. During character creation, they can be named. They are intended to essentially be small buff totems and cool looking pets.
- An artificial race created by baphomet, who once possessed immense power rivaling that of the demon lord. They are employed as familiars by the witches of “Sabbath,” and aside from that, they're also entrusted with proselytizing for Sabbath and recruitment.
- A familiar is a magical companion and servant of a mage and is linked to its master's lifeforce intimately. It takes the form of its master's preferred animal which can be anything from a cat to a raven. A familiar communicates with people via telepathy and, as far as academic records on the subject show, is independent enough to think on its own terms and can even offer suggestions to its master but can't disobey orders or harm its master. Summoning and forming a bond with a familiar is a difficult process which requires patience and understanding, which is why many mages don't go through the effort of creating a familiar.
- According to the transcripts of witch trials, there are three different ways in which somebody could come into possession of a familiar. The familiar may be gifted to a young person by someone else, such as an older relative, a more powerful spirit or the Devil himself. The familiar may suddenly and unexpectedly appear to somebody who has never thought about practicing magic before while that person is going about his or her daily business in the house or garden. The familiar may appear to someone who has cried out for help in desperation, usually as a result of poverty, unemployment, illness or extreme sadness following the death of a relative. The familiar offers to teach the unfortunate person magic, saying that it will get the person out of his or her desperate situation.
- Familiars are creatures who are bound to a character and follow them for a certain reason or from a certain force; warlocks, shaman, and mages are known to have familiars following them. Warlocks Warlocks bend demonic forces to their will, able to summon and command a variety of demons to serve their needs without falling fully into darkness themselves. This can also be seen in their ability to summon magical mounts to carry them. Shaman Mages
- A familiar is the companion of a witch, who aids in the practice of Eastern witchcraft. In most cases, this is an animal of some kind, although there are exceptions to this. A familiar forms a close psionic bond with their witch, and is able to communicate with them. In some cases, a witch may acquire more than one familiar. (For example, the Warlock Lord Brimford (aka Lászlo) has two familiars.) In other cases, a witch's familiar will not be an animal at all. The Great Weapon Blackwand, for example, serves as Morrolan's familiar.
- Familiar é o nome designado à demônios à serviço de bruxas. O famoso gato preto, a coruja, um sapo e etc., eram o que chamavam de thumb|Blade, o caçador de vampirosfamiliar, um pequeno demônio disfarçado que realizava todas as tarefas que a bruxa o impunha. Um bom trabalho era bem recompensado, inclusive, com algumas gotas do sangue da dona.
- Para los yuuzhan vong, un familiar o mascota era alguien que era un ayudante confiable, un compañero cercano y, si era necesario, un tutor. Un familiar tenía significados y deberes adicionales, que eran desconocidos. Los familiares y sus amos estaban conectados entre sí hasta que uno de ellos moría.
- A Familiar is a creature attached to a Hero or Hero class, commonly in the form of a movable token, that they can use to great benefit. A hero player may activate each familiar their hero controls, besides the hero itself, once during their hero turn (either before or after resolving all of his hero’s actions). Activating a familiar does not require an action, but it may not interrupt any other action.
- A familiar is a special type of associate for the primary arcane spellcasters (sorcerers and wizards). It is a creature that is magically linked to its owner and able to assist in combat or scouting. If the creature dies, the caster loses 1d6 hit points, but the familiar will be available to summon again the next day. Familiars gain levels as their master gains sorcerer or wizard levels. Most familiars gain additional abilities every 5 levels, but there are a number of exceptions to this guideline. See the articles about the individual familiars for details.
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