Just to throw this in the mix I wrote this for Cult Allied Spirits based upon the rules for a fetch. I was written when RQII first came out with no reference to any Cults or the like. It may be of some interest:
Cult Allied Spirit
Dice Average
STR - -
CON - -
DEX - -
SIZ - -
INT 2D6+6 13
POW 2D6+6 13
CHA 2D6+6 13
Combat Actions: use average of INT and POW instead
Magic Points: calculated as normal, also used as Hit Points in spirit combat
Movement: as creature if awakened, none if bound in to an object, 20m flying if discorporate
Spirit damage: see Core Rules, page 139 but calculate using Spectral Combat skill
Strike Rank: average of INT and CHA
Traits: Life sense, Magic Sense, Possession – may also posses its host animals traits.
Common Skills: Common Magic, Influence, Insight, Lore (Specific Theology), Lore (Spirit World), Pact (Specific Cult or Deity), Perception, Persistence
Advanced Skills: Discorporate (INT+POW), Spectral Combat (POW+CHA)
An allied spirit is a cult spirit, which is related in form or nature to the specific cult or theology of it's master, typically a Rune Lord, Rune Priest or exceptional Acolyte in good standing. The allied spirit aids it's master, protecting and assisting him in his cult duties and missions. It is in every way his spiritual companion.
Allied spirits are specially awakened animals or spirits sent by the deity to inhabit objects sacred to the cult. An awakened animal gains a non-fixed INT of either 2D6+6 or its former INT, whichever is greater. CHA is either the creatures former CHA or is rolled as 2D6+6, whichever is greater. Its POW remains unchanged. A spirit sent to inhabit a sacred object normally has an INT, POW and CHA of 2D6+6 each.
The benefits of an allied spirit are:
The allied spirit can see or sense spirits, souls and magical auras.
The Rune Lord can transfer the Magic Points of the allied spirit to replenish his own.
The allied spirit can substitute itself instead of the Rune Lord in spirit combat (if in the same location).
The allied spirit and Rune Lord are in permanent mental contact and are are aware of each other's senses.
The allied spirit is classed as an acolyte of the his masters cult and, therefore, may learn cult Divine Spells or cult approved Common Magic.
The Rune Lord may invoke any cult power or ability his allied spirit knows and likewise the allied spirit may cast any Common Magic or cult Divine Magic the Rune Lord knows.
The bond between Rune Lord and allied spirit is not vulnerable to magical dismissal.
The detriments of an allied spirit are:
The allied spirit may influence the personality of the Rune Lord dependant on its cult nature, it may even belong to a different faction within the cult.
The allied spirit may draw on the Magic Points of the Rune Lord in times of dire need.
The allied spirit will abandon the Rune Lord if he betrays the teachings of his cult.
The allied spirit becomes bound to its host animal or object and may no longer discorporate at will, although it may well possess the Discorporate skill.
An allied spirit starts with 200 free skill points to be assigned to its skills. Allied spirits may grow in experience just as the Rune Lord does. If desired a Rune Lord can transfer any or all of his skill improvement rolls to his allied spirit instead.
To be fair I have not tested this in a game, they may prove to be too powerful I suspect, but perhaps this could be modified with some of the ideas above such as a separate Pact skill or maybe being forced to take on a compulsion of some sort.