Difference between revisions of "Find Familiar (spell)"
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| cat || style="border-right:solid 5px black|02-19 || owl || 54-63 | | cat || style="border-right:solid 5px black|02-19 || owl || 54-63 | ||
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− | | chameleon || style="border-right:solid | + | | chameleon || style="border-right:solid 5px black|20-22 || pseudo-dragon || 64 |
|- | |- | ||
− | | crow || style="border-right:solid | + | | crow || style="border-right:solid 5px black|23-33 || quasit || 65 |
|- | |- | ||
− | | dog|| style="border-right:solid | + | | dog|| style="border-right:solid 5px black|34-40 || rat || 66-73 |
|- | |- | ||
− | | fox || style="border-right:solid | + | | fox || style="border-right:solid 5px black|41-44 || toad || 74-84 |
|- | |- | ||
− | | imp || style="border-right:solid | + | | imp || style="border-right:solid 5px black|45 || weasel || 85-94 |
|- | |- | ||
− | | mongoose || style="border-right:solid | + | | mongoose || style="border-right:solid 5px black|46-47 || call fails || 95-00 |
|} | |} | ||
Revision as of 16:55, 21 February 2025
Find familiar is a spell that calls forth a preternatural spirit, binding it permanently to the caster in the guise of an animal, beast, demon, or sprite. This entity becomes a constant attendant, serving and obeying the caster while remaining at their side as an escort and companion. Most familiars appear ordinary, easily mistaken for mere pets, though their nature is far more than it seems.
Range | self |
Duration | life of the familiar |
Area of Effect | 1 creature |
Casting Time | 2-24 hours; see text |
Saving Throw | none |
Level | mage (1st) |
Contents
The caster maintains a telepathic link with the familiar, able to perceive whatever it sees, hears, or otherwise senses. This connection can be established at will, though a full combat round is required to attune to the familiar’s perspective. Once linked, the caster experiences the familiar’s surroundings directly, as if present in its place.
Commands are given without speech, as the familiar comprehends the caster’s thoughts without the need for verbal instruction or gestures. Distance and line-of-sight are irrelevant; the bond persists regardless of separation. To an observer, the familiar acts of its own volition, moving and responding without any apparent direction, making its intelligence and purpose all the more unsettling to those unaware of the magic at work.
All familiars function as retainers within the framework of gameplay, adhering to the same principles that govern interactions between retainers, the caster, and the character party. Their loyalty is unwavering, bound by the magical contract that summoned them. With one exception, a familiar won't immediately depart if the caster is slain. Instead, it remains in attendance, waiting until it is determined whether the caster is to be raised or resurrected. Only when it is certain that no return is possible does the familiar's retainership come to an end.
Behaviour
A familiar does not stray further than a mile from the caster under any circumstance, as beyond this distance the telepathic connection is severed. Even in moments of danger, it remains within this boundary, ensuring that its presence stays near enough to serve its master or mistress. At all times, its actions are driven by an innate purpose: to safeguard the caster’s well-being and security. It functions as a guard, spy, or scout, never requiring rest or sleep, yet its devotion remains singular. The familiar does not exist to protect the caster’s allies, followers, or friends unless their survival directly influences that of the caster. It aids another creature only when doing so serves its master’s safety. When no other course of action remains, it sacrifices itself without hesitation, though only as a final measure.
Only one familiar may be called at a time. Once the bond is established, the spell cannot be used again until the familiar meets its end. Should the familiar die under circumstances suggesting the caster regarded it as disposable or sought to rid themselves of it in hopes of summoning a more desirable form, the magic turns against them. The spirit world does not abide such ingratitude, and another familiar never answers their call. The bond is a boon, a gift that is not given lightly, nor without consequence.
Summoning
Roll | Familiar | Roll | Familiar |
---|---|---|---|
brownie | 01 | monkey | 48-53 |
cat | 02-19 | owl | 54-63 |
chameleon | 20-22 | pseudo-dragon | 64 |
crow | 23-33 | quasit | 65 |
dog | 34-40 | rat | 66-73 |
fox | 41-44 | toad | 74-84 |
imp | 45 | weasel | 85-94 |
mongoose | 46-47 | call fails | 95-00 |
To call a familiar, the caster must find an isolated location, no less than half a mile from civilisation. There, a fire is built. The caster sits crosslegged before the fire and begins to quietly chant. This chanting can continue for 2d12 hours, minus 1 hour per level of the caster above 1st. The minimum period of casting is 1 hour. The caster may take precautions, allowing others to guard the area against wandering monsters, to ensure the spell is cast undisturbed, but no person may move nearer to the fire than 50 ft. — else the spell is broken and must be attepted again the next day.
The table shown indicates which potential familiar forms that might appear following the spell's casting. Cats, chameleons, crows, dogs, foxes, mongoose, monkeys, owls, rats, toads and weasels are "lesser familiars", whose advantages and powers are of minor benefit. By comparison, the "greater familiars, "brownies, imps, pseudo-dragons and quasits, are of considerable more assistance to the caster.
Should the result "call fails" occur, then after 24 hours of continuous chanting the caster discovers there are no familiars within hearing range of the spell (or those familiars in the area find the caster "unworthy"). This is most ungratifying and onerous to the caster, but it's not a permanent failure. The caster must relocate to a distance at least 20 miles from the first attempt, then try again. New attempts can be made until success occurs, always remembering to attempt the spell at least 20 miles from all places where former calls have failed.
Lesser Familiars
Lesser familiars all have an armour class of 7, attack as 1 hit dice and enjoy a THAC0 of 20. Movement varies, with some familiars capable of moving very quickly, while others, like the chameleon or toad, possess only 2 action points and a movement of only stride-1. When attacking, they're able to cause 1 damage upon a hit, regardless of their form.
Each of these beings possesses 2-4 hit points (h.p.). By means of the association between caster and familiar, this number is also added to the caster's h.p. 'For example, the mage Pazruk has 9 h.p. at the time of casting, when he succeeds in calling forth a dog familiar with 4 h.p. Pazruk's points are thus increased to 13. These points remain part of Pazruk's total until such time as the familiar passes away — whereupon Pazruk subtracts those four h.p. from his total.
In addition, each type of lesser familiar conveys its powers or special knowledge to the caster, as described below:
- Cat: increases the caster's ability to see in the dark by two grades of illumination; for example, from full dark to dim moonlight, or dim moonlight to dusk. Better hearing enables the caster to reveal the approach of others at a 3rd level of ability.
- Chameleon: enables the caster to change skin and hair colour within the range permissible to the caster's race; this power does not change the caster's features or style of hair.
- Crow: provides excellent distance vision, so that it gives a +2 to hit with missile weapons at medium and long ranges. Reveals mirage, two-d'llusion, dancing lights and similar magic.
- Dog: provides benefits associated with the senses I sage ability. Acquiring the dog's natural ferocity allows the caster to attack four times every three rounds when engaged in hand-to-hand melee.
- Fox: increases the caster's intelligence stat by +1, while giving the caster the right instincts to employ the passing through sage ability.
- Mongoose: grants a +2 attack against snakes of all forms, while simultaneously providing a +2 saving throw vs. snake venom. The mongoose possesses a ferocity that allows the caster to attack four times every three rounds when engaged in hand-to-hand melee.
- Monkey: increases the caster's wisdom stat by +1, while transferring the monkey's natural ability to scramble and climb trees.
- Owl: increases the caster's ability to see in the dark by two grades of illumination (see cat); for example, from full dark to dim moonlight, or dim moonlight to dusk. Peripheral vision, and an eerie sense of "having eyes in the back of one's head" reduces the chance of the caster being surprised to 1 in 12.
- Toad: increases the caster's constitution stat by +1, while providing a +2 saving throw vs. magical attacks and breath weapons.
- Weasel: enables the caster to heal an additional 2 hit points per day, beyond that normally gained through rest. In addition, the weasel confers a complete immunity against magically-induced fear.
Greater Familiars
These are each unique unto themselves, with characteristics that are found on their individual page descriptions. Whatever the number of hit points they possess, having one of these familiars enables the caster to add 5 h.p. to their own total. Descriptions of the each greater familiar's behaviour and benefits follows.
Brownie
- See Brownie
These diminuative faeries make every effort not to be seen by the spellcaster's companions, succeeding in this nearly always. It's possible the brownie might be seen during a fight, defending it's master or mistress; but even then, it's unlikely another character would have the time to observe and gain any insight as to the brownie's appearance. When solving problems, or giving aid, brownies like to achieve their aims without causing undo harm or loss to others — though if there's no other way, they resign themselves to the caster's inevitable need.
When acquired by the caster, the brownie is 2nd level, with between 2,501 and 2,700 experience points (X.P.); it is able to gain more as a member of the caster's party. The brownie could be a he or she, possessing the spells feather fall, protection from malevolence, ventriloquism and unseen servant, making great use of the last; with an additional three useful cantrips and one legerdemain cantrip. These and the brownie's other abilities are available for the caster's purposes.
The brownie's presence also increases the caster's constitution stat by +2, while also bestowing a certainty of the caster never being surprised.
Imp
- See Imp
These demonic spawn, while completely obedient to the caster, are nevertheless insidiously evil — and therefore, whenever carrying forth the wishes of its master or mistress, nearly always take the course of action that causes suffering and harm. Due to their appearance, the imp most commonly assume a polymorphed state, one that appeals to the caster. It has a wide variety of powers that are detailed in depth on the imp page.
The imp is able to transfer the following protective powers to the caster: a complete immunity to magical cold, fire and electricity; this immunity does not apply to natural attacks such as a dragon's breath weapon. The caster's saving throw is, at minimum, increased to 7th level (though once the caster supercedes that level, the benefit is no longer of use). Finally, the imp bestows upon the caster a 25% magic resistance.
Pseudo-dragon
- See Pseudo-dragon
These affectionate, nurturing beasts are playful and caring for their master, mistress and others. When among a party associated with the caster, the pseudo-dragon seeks trust from others and allow itself to be touched and carried. It remains, always, most loyal to the caster, but it doesn't disdain to be outgoing with others. Its leathery hide is preternaturally smooth to the touch.
The creature is innately able to become invisible and possesses a breath weapon of scalding steam when defending itself. It is able to grant ultravision to the caster, a +2 saving throw against magical attacks and the knowledge of how better to act with stealth (which increases with the caster's level).
Quasit
- See Quasit
These chthonic beings originate from the planes of Limbo and Pandemonium; of all the possible familiars the spell might call, these are the most difficult to manage, as they chafe against the prospect of working cooperatively with the caster's party. Though they won't act deliberately against others, they can find "excuses" not to rescue an ally or follower of the caster, even when given an order to do so.
Despite this, they loyally perform the caster's wishes when it's the caster's well-being that matters. Apart from the special abilities they possess, which are outlined on the quasit's page, a familiar of this form has only one power to bestow upon the caster: the ability to regenerate 1 h.p. per round. This means the caster cannot be meaningfully wounded and for the most part has no need to heal. This regeneration power is lost when the caster dies; and unlike every other familiar, if the caster dies, the quasit departs immediately and never return.