Difference between revisions of "Find Familiar (spell)"

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[[File:Find Familiar (spell).jpg|right|525px|thumb]]
 
[[File:Find Familiar (spell).jpg|right|525px|thumb]]
'''Find familiar''' summons a preternatural spirit as a permanent attendant for the caster, appearing in the guise of an animal, beast, demon or sprite. This being will serve and obey the caster, while escorting and accompanying him or her constantly. Most [[Familiar|familiars]] appear quite ordinary and can easily be mistaken as pets.
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'''Find familiar''' is a spell that calls forth a preternatural spirit, binding it permanently to the caster in the guise of an animal, [[Beast|beast]], [[Demon|demon]] or [[Faerie-folk|faerie]]. This entity becomes a constant attendant, serving and obeying the caster while remaining at their side as an escort and companion. Most [[Familiar|familiars]] appear ordinary, easily mistaken for mere pets, though their nature is far more than it seems.
  
 
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| level = [[Mage 1st Level Spells|mage (1st)]]
 
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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|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.
  
The caster is able to telepathically communicate with the familiar, being able to sense directly those things the familiar sees, hears, smells and so on.  This sensory connection may be made whenever the caster wishes, though it requires a [[Combat Round|combat round]] to "acquire" the familiar's viewpoint.
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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.
  
As regards to giving commands, the familiar is able to read the caster's thoughts, so there is no need for verbally dictating orders, or even having the familiar within line-of-sight.  To an outsider, the familiar will appear to take actions on its own, since no visible communication between caster and familiar need take place.
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All familiars function as [[Retainer|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 [[Raise Dead (spell)|raised]] or [[Resurrection (spell)|resurrected]]. Only when it is certain that no return is possible does the familiar's retainership come to an end.
 
 
__TOC__
 
All familiars function as [[Retainer|retainers]] with respect to their relationship to game-play between it, the caster and the character party.
 
  
 
== Behaviour ==
 
== Behaviour ==
The familiar will not venture further away than a mile for any reason, even in times of trouble, for beyond this point the telepathic connection with the caster is lost. At all times, the familiar chooses actions that secure the well-being and security of the caster, of its own accord. It serves as a [[Guard|guard]], spy or scout, without the need to rest or sleep — but the being's purpose is always first and foremost to protect the caster, and not the caster's allies, [[Follower|followers]] or friends.  A familiar will only aid another creature when this directly influences the survival and protection of the master or mistress. It will sacrifice itself only when there's no other course of action.
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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|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, [[Follower|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 by the spell at a time. Once obtained, the spell cannot be used until the familiar [[Death|dies]] ... and should the familiar die under suspicious circumstances, suggesting the caster did not appreciate its presence (due to perhaps wishing for a "better" form of familiar), then another spirit will not allow it to be summoned, ever. The familiar is a boon, one that must be appreciated highly by the caster.
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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 [[Death|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 ==
 
== Summoning ==
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;"
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{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
|-
 
|-
! Roll !! Familiar
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! style="width: 75px|Roll !! style="border-right:solid 5px black; width: 75px|Familiar !! style="width: 75px|Roll !! style="width: 75px|Familiar
 
|-
 
|-
| monkey || 48-53
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| brownie || style="border-right:solid 5px black|01 || monkey || 48-53
 
|-
 
|-
| owl || 54-63
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| cat || style="border-right:solid 5px black|02-19 || owl || 54-63
 
|-
 
|-
| pseudo-dragon || 64
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| chameleon || style="border-right:solid 5px black|20-22 || pseudo-dragon || 64
 
|-
 
|-
| quasit || 65
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| crow || style="border-right:solid 5px black|23-33 || quasit || 65
 
|-
 
|-
| rat || 66-73
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| dog|| style="border-right:solid 5px black|34-40 || rat || 66-73
 
|-
 
|-
| toad || 74-84
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| fox || style="border-right:solid 5px black|41-44 || toad || 74-84
 
|-
 
|-
| weasel || 85-94
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| imp || style="border-right:solid 5px black|45 || weasel || 85-94
 
|-
 
|-
| call fails || 95-00
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| mongoose || style="border-right:solid 5px black|46-47 || call fails || 95-00
 
|}
 
|}
  
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;"
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To call a familiar, the caster seeks an isolated location no less than half a mile from civilisation. There, a fire is built. Seated cross-legged before the flames, the caster begins a quiet chant, sustaining the invocation for 2d12 hours, '''minus 1 hour per [[Experience Level|level]] above 1st'''. The casting requires a minimum of one hour. Though the caster may take precautions, allowing others to guard the area against wandering monsters, no person may approach within 50 feet of the fire. Any intrusion within this boundary disrupts the ritual, causing the spell to fail, and forcing the caster to attempt it again on the following day.
|-
 
! Roll !! Familiar
 
|-
 
| brownie || 01
 
|-
 
| cat || 02-19
 
|-
 
| chameleon || 20-22
 
|-
 
| crow || 23-33
 
|-
 
| dog|| 34-40
 
|-
 
| fox || 41-44
 
|-
 
| imp || 45
 
|-
 
| mongoose || 46-47
 
|}
 
  
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 will continue for 2d12 hours, '''minus 1 hour per [[Experience Level|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.
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The table provided outlines the possible forms a familiar may take upon the spell's completion. Lesser familiars — including cats, chameleons, crows, dogs, foxes, mongoose, monkeys, owls, rats, toads and weasels — offer minor benefits. In contrast, greater familiars — [[Brownie|brownies]], [[Imp|imps]], [[Pseudo-dragon|pseudo-dragons]] and [[Quasit|quasits]] — provide considerably more powerful advantages, serving as invaluable assets to the caster.
  
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, "[[Brownie|brownies]], [[Imp|imps]], [[Pseudo-dragon|pseudo-dragons]] and [[Quasit|quasits]], are of considerable more assistance to the caster.
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If the result indicates a call fails, then after 24 hours of uninterrupted chanting, the caster realises that no familiars dwell within range of the summons, or that those present have deemed the caster unworthy. This disappointment carries no lasting consequence, but the attempt must be abandoned. The caster relocates to a site at least 20 miles from the previous failure and may try again. Further attempts may be made until a familiar is successfully called, with each new casting requiring a distance of no less than 20 miles from all prior failed locations.
 
 
Should the result "call fails" occur, then after 24 hours of continuous chanting the caster will discover 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 ==
Lesser familiars all have an [[Armour Class|armour class]] of 7, attack as 1 [[Hit Dice|hit dice]] and enjoy a [[THAC0]] of 20. Movement will vary, with some familiars capable of moving very quickly, while others, like the chameleon or toad, will possess only 2 [[Action Points|action points]] and a movement of only [[Movement (stride)|stride-1]]. When attacking, they're able to cause 1 [[Damage (hit points)|damage]] upon a [[Roll to Hit|hit]], regardless of their form.
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Lesser familiars all possess an [[Armour Class|armour class]] of 7, attack as 1 [[Hit Dice|hit dice]], and employ a [[THAC0]] of 20. Their movement varies according to their form, with some capable of swift motion while others, such as the chameleon or toad, move slowly, possessing only 2 [[Action Points|action points]] and a movement rate of [[Movement (stride)|stride-1]]. Regardless of their shape, all lesser familiars inflict 1 [[Damage (hit points)|damage]] upon a successful [[Roll to Hit|hit]].
  
Each of these beings will possess 2-4 [[Hit Points|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 will remain part of Pazruk's total until such time as the familiar passes away — whereupon Pazruk will subtract those four h.p. from his total.
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Each of these beings holds 2-4 [[Hit Points|hit points]] (h.p.), and by virtue of the bond between caster and familiar, this total is added to the caster's own hit points. '''For example''', the mage Pazruk, possessing 9 h.p. at the time of casting, succeeds in calling forth a dog familiar with 4 h.p. Pazruk’s total then increases to 13. These additional points remain part of his total so long as the familiar remains alive. Upon the familiar’s death, Pazruk subtracts those four h.p. from his total, potentially leaving him at a grievous disadvantage.
  
In addition, each type of lesser familiar conveys its powers or special knowledge to the caster, as described below:
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Beyond their physical attributes, each type of lesser familiar grants the caster specific powers or knowledge unique to its nature, as described below.
  
: '''Cat:''' increases the caster's ability to see in the dark by two grades of [[Illumination|illumination]]; for example, from full dark to dim moonlight, or dim moonlight to dusk. Better hearing enables the caster to [[Reveal Approach (sage ability)|reveal the approach]] of others at a 3rd level of ability.
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*: '''Cat:''' increases the caster's ability to see in the dark by two grades of [[Illumination|illumination]]; for example, from full dark to dim moonlight, or dim moonlight to dusk. Better hearing enables the caster to [[Reveal Approach (sage ability)|reveal the approach]] of others at a 3rd level of ability. The cat also imparts an uncanny grace, subtly improving the caster's balance and coordination, making it easier to navigate treacherous footing or perform delicate tasks with steady hands.
  
: '''Chameleon:''' enables the caster to change [[Skin Colour|skin]] and [[Hair Colour|hair colour]] within the range permissible to the caster's race; this power does not change the caster's features or style of hair.
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*: '''Chameleon:''' enables the caster to change [[Skin Colour|skin]] and [[Hair Colour|hair colour]] within the range permissible to the caster's race; this power does not change the caster's features or style of hair. This natural camouflage extends to the caster's clothing if the fabric is thin or tightly fitted, allowing for partial blending into surroundings when standing still.
  
: '''Crow:''' provides excellent distance vision, so that it gives a +2 to hit with [[Missile Weapons|missile weapons]] at medium and long ranges. Reveals [[Mirage (cantrip)|mirage]], [[Two D'llusion (cantrip)|two-d'llusion]], [[Dancing Lights (spell)|dancing lights]] and similar magic.
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*: '''Crow:''' provides excellent distance vision, so that it gives a +2 to hit with [[Missile Weapons|missile weapons]] at medium and long ranges. Reveals [[Mirage (cantrip)|mirage]], [[Two D'llusion (cantrip)|two-d'llusion]], [[Dancing Lights (spell)|dancing lights]] and similar magic. The crow’s natural affinity for observation sharpens the caster's ability to notice minor details, improving their skill in spotting hidden objects or subtle movements.
  
: '''Dog:''' provides benefits associated with the [[Senses I (sage ability)|senses I]] [[Sage Ability|sage ability]]. Acquiring the dog's natural [[Ferocity (sage ability)|ferocity]] allows the caster to [[Attacking in Combat|attack]] [[Multiple Attacks|four times every three rounds]] when engaged in hand-to-hand [[Melee|melee]].
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*: '''Dog:''' provides benefits associated with the [[Senses I (sage ability)|senses I]] [[Sage Ability|sage ability]]. Acquiring the dog's natural [[Ferocity (sage ability)|ferocity]] allows the caster to [[Attacking in Combat|attack]] [[Multiple Attacks|four times every three rounds]] when engaged in hand-to-hand [[Melee|melee]]. The unwavering loyalty and heightened intuition of the dog also grant the caster a subtle instinct for detecting deception, making it easier to sense when others are being dishonest.
  
: '''Fox:''' increases the caster's [[Intelligence (ability stat)|intelligence]] [[Ability Stats|stat]] by +1, while giving the caster the right instincts to employ the [[Passing Through (sage ability)|passing through]] sage ability.
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*: '''Fox:''' increases the caster's [[Intelligence (ability stat)|intelligence]] [[Ability Stats|stat]] by +1, while giving the caster the right instincts to employ the [[Passing Through (sage ability)|passing through]] sage ability. The fox's cleverness also allows the caster to better assess tactical situations, granting an improved ability to improvise solutions in moments of crisis.
  
: '''Mongoose:''' grants a +2 [[Roll to Hit|attack]] against [[Snakes|snakes]] of all forms, while simultaneously providing a +2 [[Saving Throws|saving throw]] vs. snake [[Venom (substance)|venom]]. The mongoose possesses a ferocity that allows the caster to attack four times every three rounds when engaged in hand-to-hand melee.
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[[File:Mongoose Familiar.jpg|right|350px|thumb]]
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*: '''Mongoose:''' grants a +2 [[Roll to Hit|attack]] against [[Snakes|snakes]] of all forms, while simultaneously providing a +2 [[Saving Throws|saving throw]] vs. snake [[Venom (substance)|venom]]. The mongoose possesses a ferocity that allows the caster to attack four times every three rounds when engaged in hand-to-hand melee. In addition, the mongoose's keen reaction speed grants the caster a slight edge in dodging sudden attacks, improving their ability to evade blows in combat.
  
: '''Monkey:''' increases the caster's [[Wisdom (ability stat)|wisdom]] stat by +1, while transferring the monkey's natural ability to [[Scrambling (sage ability)|scramble]] and [[Tree Climbing|climb trees]].
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*: '''Monkey:''' increases the caster's [[Wisdom (ability stat)|wisdom]] stat by +1, while transferring the monkey's natural ability to [[Scrambling (sage ability)|scramble]] and [[Tree Climbing|climb trees]]. The monkey's dexterous nature extends to delicate hand movements, allowing the caster to manipulate objects with greater finesse, aiding in skills such as [[Lockpicking (sage study)|lockpicking]] or precise craftsmanship.
  
: '''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 [[Surprise (combat)|surprised]] to 1 in 12.
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*: '''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 [[Surprise (combat)|surprised]] to 1 in 12. The owl's silent flight and keen awareness of movement also enhance the caster's ability to move [[Stealth (sage ability)|stealthily]], making it easier to pass unnoticed.
  
: '''Rat:''' provides a +2 saving throw vs. [[Poison (substance)|poison]], while also conferring complete [[Natural Immunities|immunity]] to [[Disease|disease]].
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*: '''Rat:''' provides a +2 saving throw vs. [[Poison (substance)|poison]], while also conferring complete [[Natural Immunities|immunity]] to [[Disease|disease]]. The rat's innate survival instincts improve the caster'’s ability to find food and shelter in the wild, making it easier to scavenge or endure in harsh conditions.
  
: '''Toad:''' increases the caster's [[Constitution (ability stat)|constitution]] stat by +1, while providing a +2 saving throw vs. [[Magical Attacks|magical attacks]] and [[Breath Weapon|breath weapons]].
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*: '''Toad:''' increases the caster's [[Constitution (ability stat)|constitution]] stat by +1, while providing a +2 saving throw vs. [[Magical Attacks|magical attacks]] and [[Breath Weapon|breath weapons]]. The toad's patient and unmoving nature also grants the caster an improved ability to endure discomfort, whether resisting pain, hunger or extreme [[Temperature Grades|temperatures]].
  
: '''Weasel:''' enables the caster to [[Healing|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 (spell)|fear]].
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*: '''Weasel:''' enables the caster to [[Healing|heal]] an additional 2 hit points per day, beyond that normally gained through [[Rest (healing)|rest]]. In addition, the weasel confers a complete immunity against magically-induced [[Fear (spell)|fear]]. The weasel's nimbleness further improves the caster’s ability to slip free of bonds or tight spaces, making escape from restraints or confinement far easier.
  
 
== Greater Familiars ==
 
== 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.
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Each greater familiar is unique, possessing distinct characteristics detailed in their individual page descriptions. Unlike lesser familiars, these beings offer far greater advantages to the caster, both in their intelligence and their supernatural abilities. Regardless of their personal hit point total, the presence of a greater familiar grants the caster an automatic increase of '''5 h.p.''' to their own total and no more.
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Beyond this enhancement, greater familiars demonstrate a level of cunning and awareness that sets them apart from their lesser counterparts. They do not merely obey; they scheme, advise and manipulate events in subtle ways to benefit their master or mistress. While unwavering in their loyalty, their motivations are often enigmatic, shaped by the nature of their origin — whether fey, infernal or [[Dragon|draconic]]. Each possesses unique capabilities that extend far beyond those of mundane creatures, influencing the caster's magical aptitude, perception or combat prowess in ways that no lesser familiar can rival.
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=== Brownie ===
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: See ''[[Brownie]]''
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These diminutive faeries make every effort to avoid being seen by the spellcaster's companions, and they succeed in this nearly always. A brownie might reveal itself briefly during a [[Combat|fight]] while defending its master or mistress, yet even then, it remains elusive. The chaos of battle seldom allows another character to gain more than a fleeting glimpse, leaving the brownie's true appearance a mystery. When aiding the caster or solving problems, brownies prefer to act with subtlety, ensuring their actions cause minimal harm or loss. However, if no alternative exists, they accept that their master's needs may require less gentle solutions.
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Upon being acquired, the brownie is a 2nd-level entity, possessing between 2,501 and 2,700 [[Experience (X.P.)|experience points]] (X.P.), and it continues to gain experience as a member of the caster's party. Whether male or female, a brownie arrives with knowledge of several spells: [[Feather Fall (spell)|feather fall]], [[Protection from Malevolence (spell)|protection from malevolence]], [[Ventriloquism (spell)|ventriloquism]] and [[Unseen Servant|unseen servant]] — the last of which it employs frequently. In addition, it commands three [[Useful Cantrips|useful]] [[Cantrip|cantrips]] and one [[Legerdemain Cantrips|legerdemain]] cantrip. These, along with its other unique abilities, remain available for the caster's use as needed.
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The brownie's presence grants the caster a +2 increase to their [[Constitution (ability stat)|constitution]] stat, reinforcing physical endurance and resilience. Additionally, the brownie ensures that the caster is never caught unaware, rendering them immune to surprise.
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 +
=== Imp ===
 +
: See ''[[Imp]]''
 +
 
 +
These demonic spawn, though entirely obedient to the caster, remain insidiously evil. While they follow orders without question, their methods almost always favour suffering and harm, twisting even the most neutral commands into actions that cause misery. An imp delights in cruelty, and if left unsupervised, will seek ways to manipulate situations to its own dark amusement. Due to its natural form being unmistakably infernal, an imp nearly always assumes a polymorphed state, choosing a guise that appeals to the caster or allows it to move unnoticed. The full extent of its abilities is detailed on the imp page, including the wide variety of powers at its disposal.
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Through its infernal bond, the imp grants the caster a suite of powerful resistances. The caster becomes completely immune to [[Cold-based Attacks|magical cold]], [[Magical Fire|fire]] and [[Electrical-based Attacks|electricity]], though this protection does not extend to natural manifestations of these forces, such as a [[Dragon|dragon's]] breath weapon. In addition, the caster's [[Saving Throws|saving throw]] is elevated to that of a 7th-level character, unless they already exceed this threshold, in which case the benefit no longer applies. Lastly, the imp bestows a 25% [[Magic Resistance|magic resistance]], allowing the caster to partially shrug off harmful spells and enchantments.
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=== Pseudo-dragon ===
 +
: See ''[[Pseudo-dragon]]''
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 +
These affectionate, nurturing beasts display a playful and caring nature toward their master or mistress, as well as those within the caster's trusted circle. Unlike many other familiars, the pseudo-dragon openly seeks companionship, building trust with those around it and allowing itself to be touched or even carried by those it deems worthy. While its loyalty to the caster remains absolute, it does not hesitate to engage with others in a warm and sociable manner. Its leathery hide is preternaturally smooth, possessing an almost unnatural softness despite its draconic form.
  
==== Brownie ====
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The pseudo-dragon wields powerful innate abilities, including the capacity to become invisible at will and a defensive breath weapon that expels scalding steam to deter attackers. Through its bond with the caster, it bestows several boons, granting [[Ultravision|ultravision]] for superior vision in darkness, a +2 saving throw against magical attacks, and an intuitive understanding of [[Stealth (sage ability)|stealth]]. The latter improves as the caster gains levels, sharpening their ability to move unseen and unheard.
: 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 [[Combat|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 will resign themselves to the caster's inevitable need.
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=== Quasit ===
 +
: See ''[[Quasit]]''
  
When acquired by the caster, the brownie will be 2nd level, with between 2,501 and 2,700 [[Experience (X.P.)|experience points]] (X.P.); it will be 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 (spell)|feather fall]], [[Protection from Malevolence (spell)|protection from malevolence]], [[Ventriloquism (spell)|ventriloquism]] and [[Unseen Servant|unseen servant], making great use of the last; with an additional three [[Useful Cantrips|useful]] [[Cantrip|cantrips]] and one [[Legerdemain Cantrips|legerdemain]] cantrip. These and the brownie's other abilities are available for the caster's purposes.
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These [[Chthonic|chthonic]] beings hail from the planes of [[Limbo (plane)|Limbo]] and [[Pandemonium (plane)|Pandemonium]], making them the most unruly and difficult to manage of all possible familiars. Though bound to the caster, a quasit resents cooperation and begrudges any expectation of camaraderie. While it does not actively work against the caster's allies, it frequently finds "excuses" to avoid aiding them, even when directly ordered. It may hesitate when a follower or companion of the caster is in peril, feigning ignorance or claiming that intervention is "not its concern."
  
The brownie's presence also increases the caster's [[Constitution (ability stat)|constitution]] stat by +2, while also bestowing a certainty of the caster never being surprised.
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Despite its defiant nature, the quasit remains unquestionably loyal when its master or mistress's well-being is at stake. When the caster is in danger, it acts without hesitation, fulfilling commands with ruthless efficiency. Beyond the various special abilities detailed on its own page, the quasit bestows only a single boon upon its master: the ability to [[Regeneration (ability)|regenerate]] 1 h.p. per round. This constant healing renders wounds inconsequential, making magical or mundane healing largely unnecessary so long as the caster remains alive.
  
==== Imp ====
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Unlike other familiars, the quasit's bond does not persist beyond the caster's death. Should the caster perish, the quasit vanishes immediately, severing all ties without hesitation. It does not linger, nor does it return, making it the only familiar whose loyalty ends the moment its master is no more.
: 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, will nearly always take the course of action that will cause suffering and harm.  Due to their appearance, the imp will 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|dragon's]] breath weapon.  The caster's saving throw will be, 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|magic resistance]].
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[[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 23:10, 16 March 2025

Find Familiar (spell).jpg

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 faerie. 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.

Find Familiar
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)

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 seeks an isolated location no less than half a mile from civilisation. There, a fire is built. Seated cross-legged before the flames, the caster begins a quiet chant, sustaining the invocation for 2d12 hours, minus 1 hour per level above 1st. The casting requires a minimum of one hour. Though the caster may take precautions, allowing others to guard the area against wandering monsters, no person may approach within 50 feet of the fire. Any intrusion within this boundary disrupts the ritual, causing the spell to fail, and forcing the caster to attempt it again on the following day.

The table provided outlines the possible forms a familiar may take upon the spell's completion. Lesser familiars — including cats, chameleons, crows, dogs, foxes, mongoose, monkeys, owls, rats, toads and weasels — offer minor benefits. In contrast, greater familiars — brownies, imps, pseudo-dragons and quasits — provide considerably more powerful advantages, serving as invaluable assets to the caster.

If the result indicates a call fails, then after 24 hours of uninterrupted chanting, the caster realises that no familiars dwell within range of the summons, or that those present have deemed the caster unworthy. This disappointment carries no lasting consequence, but the attempt must be abandoned. The caster relocates to a site at least 20 miles from the previous failure and may try again. Further attempts may be made until a familiar is successfully called, with each new casting requiring a distance of no less than 20 miles from all prior failed locations.

Lesser Familiars

Lesser familiars all possess an armour class of 7, attack as 1 hit dice, and employ a THAC0 of 20. Their movement varies according to their form, with some capable of swift motion while others, such as the chameleon or toad, move slowly, possessing only 2 action points and a movement rate of stride-1. Regardless of their shape, all lesser familiars inflict 1 damage upon a successful hit.

Each of these beings holds 2-4 hit points (h.p.), and by virtue of the bond between caster and familiar, this total is added to the caster's own hit points. For example, the mage Pazruk, possessing 9 h.p. at the time of casting, succeeds in calling forth a dog familiar with 4 h.p. Pazruk’s total then increases to 13. These additional points remain part of his total so long as the familiar remains alive. Upon the familiar’s death, Pazruk subtracts those four h.p. from his total, potentially leaving him at a grievous disadvantage.

Beyond their physical attributes, each type of lesser familiar grants the caster specific powers or knowledge unique to its nature, 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. The cat also imparts an uncanny grace, subtly improving the caster's balance and coordination, making it easier to navigate treacherous footing or perform delicate tasks with steady hands.
  • 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. This natural camouflage extends to the caster's clothing if the fabric is thin or tightly fitted, allowing for partial blending into surroundings when standing still.
  • 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. The crow’s natural affinity for observation sharpens the caster's ability to notice minor details, improving their skill in spotting hidden objects or subtle movements.
  • 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. The unwavering loyalty and heightened intuition of the dog also grant the caster a subtle instinct for detecting deception, making it easier to sense when others are being dishonest.
  • Fox: increases the caster's intelligence stat by +1, while giving the caster the right instincts to employ the passing through sage ability. The fox's cleverness also allows the caster to better assess tactical situations, granting an improved ability to improvise solutions in moments of crisis.
Mongoose Familiar.jpg
  • 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. In addition, the mongoose's keen reaction speed grants the caster a slight edge in dodging sudden attacks, improving their ability to evade blows in combat.
  • Monkey: increases the caster's wisdom stat by +1, while transferring the monkey's natural ability to scramble and climb trees. The monkey's dexterous nature extends to delicate hand movements, allowing the caster to manipulate objects with greater finesse, aiding in skills such as lockpicking or precise craftsmanship.
  • 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. The owl's silent flight and keen awareness of movement also enhance the caster's ability to move stealthily, making it easier to pass unnoticed.
  • Rat: provides a +2 saving throw vs. poison, while also conferring complete immunity to disease. The rat's innate survival instincts improve the caster'’s ability to find food and shelter in the wild, making it easier to scavenge or endure in harsh conditions.
  • Toad: increases the caster's constitution stat by +1, while providing a +2 saving throw vs. magical attacks and breath weapons. The toad's patient and unmoving nature also grants the caster an improved ability to endure discomfort, whether resisting pain, hunger or extreme temperatures.
  • 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. The weasel's nimbleness further improves the caster’s ability to slip free of bonds or tight spaces, making escape from restraints or confinement far easier.

Greater Familiars

Each greater familiar is unique, possessing distinct characteristics detailed in their individual page descriptions. Unlike lesser familiars, these beings offer far greater advantages to the caster, both in their intelligence and their supernatural abilities. Regardless of their personal hit point total, the presence of a greater familiar grants the caster an automatic increase of 5 h.p. to their own total and no more.

Beyond this enhancement, greater familiars demonstrate a level of cunning and awareness that sets them apart from their lesser counterparts. They do not merely obey; they scheme, advise and manipulate events in subtle ways to benefit their master or mistress. While unwavering in their loyalty, their motivations are often enigmatic, shaped by the nature of their origin — whether fey, infernal or draconic. Each possesses unique capabilities that extend far beyond those of mundane creatures, influencing the caster's magical aptitude, perception or combat prowess in ways that no lesser familiar can rival.

Brownie

See Brownie

These diminutive faeries make every effort to avoid being seen by the spellcaster's companions, and they succeed in this nearly always. A brownie might reveal itself briefly during a fight while defending its master or mistress, yet even then, it remains elusive. The chaos of battle seldom allows another character to gain more than a fleeting glimpse, leaving the brownie's true appearance a mystery. When aiding the caster or solving problems, brownies prefer to act with subtlety, ensuring their actions cause minimal harm or loss. However, if no alternative exists, they accept that their master's needs may require less gentle solutions.

Upon being acquired, the brownie is a 2nd-level entity, possessing between 2,501 and 2,700 experience points (X.P.), and it continues to gain experience as a member of the caster's party. Whether male or female, a brownie arrives with knowledge of several spells: feather fall, protection from malevolence, ventriloquism and unseen servant — the last of which it employs frequently. In addition, it commands three useful cantrips and one legerdemain cantrip. These, along with its other unique abilities, remain available for the caster's use as needed.

The brownie's presence grants the caster a +2 increase to their constitution stat, reinforcing physical endurance and resilience. Additionally, the brownie ensures that the caster is never caught unaware, rendering them immune to surprise.

Imp

See Imp

These demonic spawn, though entirely obedient to the caster, remain insidiously evil. While they follow orders without question, their methods almost always favour suffering and harm, twisting even the most neutral commands into actions that cause misery. An imp delights in cruelty, and if left unsupervised, will seek ways to manipulate situations to its own dark amusement. Due to its natural form being unmistakably infernal, an imp nearly always assumes a polymorphed state, choosing a guise that appeals to the caster or allows it to move unnoticed. The full extent of its abilities is detailed on the imp page, including the wide variety of powers at its disposal.

Through its infernal bond, the imp grants the caster a suite of powerful resistances. The caster becomes completely immune to magical cold, fire and electricity, though this protection does not extend to natural manifestations of these forces, such as a dragon's breath weapon. In addition, the caster's saving throw is elevated to that of a 7th-level character, unless they already exceed this threshold, in which case the benefit no longer applies. Lastly, the imp bestows a 25% magic resistance, allowing the caster to partially shrug off harmful spells and enchantments.

Pseudo-dragon

See Pseudo-dragon

These affectionate, nurturing beasts display a playful and caring nature toward their master or mistress, as well as those within the caster's trusted circle. Unlike many other familiars, the pseudo-dragon openly seeks companionship, building trust with those around it and allowing itself to be touched or even carried by those it deems worthy. While its loyalty to the caster remains absolute, it does not hesitate to engage with others in a warm and sociable manner. Its leathery hide is preternaturally smooth, possessing an almost unnatural softness despite its draconic form.

The pseudo-dragon wields powerful innate abilities, including the capacity to become invisible at will and a defensive breath weapon that expels scalding steam to deter attackers. Through its bond with the caster, it bestows several boons, granting ultravision for superior vision in darkness, a +2 saving throw against magical attacks, and an intuitive understanding of stealth. The latter improves as the caster gains levels, sharpening their ability to move unseen and unheard.

Quasit

See Quasit

These chthonic beings hail from the planes of Limbo and Pandemonium, making them the most unruly and difficult to manage of all possible familiars. Though bound to the caster, a quasit resents cooperation and begrudges any expectation of camaraderie. While it does not actively work against the caster's allies, it frequently finds "excuses" to avoid aiding them, even when directly ordered. It may hesitate when a follower or companion of the caster is in peril, feigning ignorance or claiming that intervention is "not its concern."

Despite its defiant nature, the quasit remains unquestionably loyal when its master or mistress's well-being is at stake. When the caster is in danger, it acts without hesitation, fulfilling commands with ruthless efficiency. Beyond the various special abilities detailed on its own page, the quasit bestows only a single boon upon its master: the ability to regenerate 1 h.p. per round. This constant healing renders wounds inconsequential, making magical or mundane healing largely unnecessary so long as the caster remains alive.

Unlike other familiars, the quasit's bond does not persist beyond the caster's death. Should the caster perish, the quasit vanishes immediately, severing all ties without hesitation. It does not linger, nor does it return, making it the only familiar whose loyalty ends the moment its master is no more.