Find Familiar (spell)
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.
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 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: 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.
- 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.