Binding Familiar
Grade 2 Conjuration
Casting Time: 1 hour
Range: Touch
Components: {V, S, M, R} {Gilded manacles worth at least 10 S.C. which the spell consumes}
Duration: until dispelled by the caster or killed.
Spirit: 11
You can try to make a pact with a creature that has the [Familiar] tag (your GM will decide if there are any rolls needed for this). If the creature accepts you, or you force them to do so, the both of you perform a 1-hour ritual to bind to each other. You must remain in contact with each other for the full hour or the spell fails. When the spell is completed, the Familiar follows your every order to the letter (the creature can try to bend your words to fit its own needs). You can use a Quick Action to give your Familiar an order. If it has not been given one, it will decide for itself (the GM decides what they will do). Your Familiar has all of its original stats and abilities. In addition, you gain the Familiar bonus that your Familiar provides (found in its description) as long as it is within 100 ft. of you. If you have multiple familiars, you can only have one Familiar’s bonusses. After every long rest, you may switch which one you benefit from. You and your Familiar have a telepathic bond, and can communicate with each other as long as you are on the same plane. In combat, the Familiar goes immediately after your turn. When your Familiar drops to 0 HP, it dies. If it’s from a different plane of existence, it’s moved there, leaving everything behind. It can be summoned back by recasting this spell with the 1-hour ritual. This spell ignores any banishment curses on the creature.
You can have multiple familiars, but only one of them may participate in combat.