Find Familiar (spell)

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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 familiars appear quite ordinary and can easily be mistaken as pets.

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 is able to mentally communicate with the familiar, being able to sense directly those things the familiar sees, hears, smells and so on, even though the familiar may be up to a mile distant from the caster.

Behaviour

The familiar will not venture further away than this for any reason. At all times, it will take actions to secure the well-being and security of the caster, of its own accord. It will serve as a 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, 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.

Only one familiar may be called by the spell at a time. Once obtained, the spell cannot be used until the familiar 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.

Summoning

Roll Familiar
monkey 48-53
owl 54-63
pseudo-dragon 64
quasit 65
rat 66-73
toad 74-84
weasel 85-94
call fails 95-00
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 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 character 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 all have an armour class of 7, attack as 1 hit dice and enjoy a THAC0 of 20. When attacking, they're able to cause 1 damage upon a hit, regardless of their form.

Each of these beings will possess 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 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.

In addition, each type of lesser familiar conveys its powers or special knowledge to the caster, as described below:

Cat: increases the character'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 character to reveal the approach of others at a 3rd level of ability.
Chameleon: enables the character to change skin and hair colour within the range permissible to the character's race; this power does not change the character'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 character to attack four times every three rounds when engaged in hand-to-hand melee.
Fox: increases the character's intelligence stat by +1, while giving the character 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 save against snake venom. The mongoose possesses a ferocity that allows the character to attack four times every three rounds when engaged in hand-to-hand melee.
Monkey: increases the character's wisdom stat by +1, while transferring the monkey's natural ability to scramble and climb trees.
Owl: increases the character'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 character being surprised to 1 in 12.
Rat: