I thought you said funnier, funner,and also holy shit we are in debt already we cannot afford that much G! Yea, definitely got to spend actions on that one instead.
And hey, we have a shrine to renald absolutely teeming with cats already. It would be just the place to look for one that can become a familiar
... what does a familiar actually do, btw, in whf?
On bonding, they become a little smarter, get a random one of these, and can learn more. There are some downsides- they're a sympathetic link, they count as a magical creature, drawing the attention of others (maybe... Etheric snakes?), the Wizard can become obsessed, and it sucks if they die.
Aethyric Reservoir
The familiar can absorb any spell that specifically targets it or its master, saving it for later use. To absorb the spell, the familiar must make a Hard (–20%) Will Power Test. If it succeeds, it locks the spell away. For up to 1d10 days, the spell remains stored there. Within that period, either the master or the familiar can release that spell back into the world, designating a new target or targets, a new area of effect, and so forth. Only one spell may be stored at a time; a familiar may not attempt to soak another spell if it already has one stored.
The GM, however, secretly rolls the length of time the spell can remain stored. If the duration expires and the stored spell remains unreleased, the magical energy burns both familiar and master from the inside out. Each takes a hit with Damage equal to one-third of the spell's Casting Number, rounded down. If the familiar suffers a Critical Hit with a Critical Value of +5 or greater, it automatically explodes.
Link of Psyche
The familiar and master can communicate complex thoughts and emotions to each other instantly, without speech, and over any distance. This ability increases the ability of each to cogitate and withstand mental stresses, raising the Intelligence and Will Power of both by +10% for as long as both are conscious and cooperative.
Lucky Charm
The familiar is somehow a magnet for good luck. The familiar has a reservoir of 2 Fortune Points that either the familiar or its master can use each day.
Magic Focus
The master can use the familiar's magical nature to amplify the effects of his spellcasting much as a lens focuses light. When a spell is cast in this way, one of its quantitative effects— range, area of effect, duration, and so on—is doubled. The downside of using this ability to cast a given spell is that it is unpredictable, and makes one of the dice in the Casting Roll a Chaos die (see Times and Places of Chaos in Chapter Six: Magical Lore).
Magic Power
As long as the familiar lives and remains his familiar, the Wizard gains a bonus of +1 to his Magic Characteristic.
Master's Touch
The familiar acts as an extension of its master's touch, sight, and location for the purposes of casting Touch spells, casting spells at targets the caster must be able to see, and casting spells that affect the caster's location.
Master's Voice
The master is capable of projecting his voice through his familiar. This has two effects. First, the master can communicate to anyone who is within earshot of the familiar. Second, if the familiar is within 24 yards (12 squares) of its master, the master can project his own voice through the familiar to cast spells, which allows him to cast even if he is prevented from speaking by a gag, a magic effect, or any other force (as long as it does not also affect the familiar's ability to speak).
Voice of Reason
The familiar dampens chaotic forces. When its master makes a Casting Roll that contains doubles, triples, or quadruples, the master may elect to re-roll the dice in order to avoid Tzeentch's Curse. (Of course, if the first roll is a success in casting, the master may wish to keep it to be guaranteed of success. It's up to him.) If the master elects to re-roll, he must abide by the second result, whatever it is. This effect is cumulative with the effects of protective circles (see WFRP , page 144)