Skyxa,
Ghoul realm magician
~Familiars~

(design sketches)

Skyxa commands Familiars, Homonculi that act as support firepower, enhance the damage of his chosen spell, or even guard Skyxa's weak body as entourage. Familiars have their own life bar, but once destroyed have to be replaced (resummonded). If Skyxa gets hit, the Familiars lose one level, as do all available spells.  The Familiars all have a standard attack pattern: Standard Patterns are as follows: Elementals augment Skyxa's firepower, Demons aggressively attack random enemies, and Animates protect Skyxa. Familiars can additionally be activated with a Special Ability (one of Skyxa's three selectable spells-see Aspects).  
 



Elementals  (Sorceror)

Demonology  (Summoner)



Lvl 1 Arimaa imp(s)
These minour beatsies inflict damage using both long range and melee attacks in the form of divebomb attacks and charges. Can be grouped in multiples up to three (Special Ability).

lvl 2 Arimaa
The Arimaa daemons focus their flight patterns in more unusual ways, additionally employing projectile attacks (Special Abilities, random). If destroyed, the Arimaa will burst into several lesser (expendable) imps.

Lvl 3 Red Arimaa Ace
The Arimaa Ace is armoured, and can spawn support Arimaa Imps  or conjure pyrotechnic projectiles (Special Abilities, random).
 
 





The Black Arts  (Savant-Fou) 


LVL 1 Poppet(s)
Amusingly diminutive marching effigies that throw piercing nettles at their targets.

LVL 2 Straw Man
Skyxa finds this Familiar most amusing. The straw man will ignite itself and tumble and dance like Jack until it finds a suitable target...then explodes (Special Ability).

LVL 3 Homonculus
Ah, the homonculous is a thing of true fear made corporeal. A true abomination, the Homonculus may start off small, but this...thing feeds off slaying, slowly growing, and upon full maturity becomes nigh invincible...at least, for a few precious moments.