Wizard Spells:

2nd Level 



Improved Find Familiar  

======================

(Conjuration / Summoning)



Range:		1 mile / level

Components: 	V, S, M

Duration: 	Special

Casting Time: 	2d12 hours

Area of Effect: 1 familiar

Saving Throw: 	Special



This spell is an enhanced version of the 1st level spell Find Familiar, with

the following changes:



D20	Familiar	Sensory powers

---	--------	--------------

1-5	none	

6	toad		wide angle vision

7	weasel		superior hearing, very superior smell

8	hawk		very superior distance vision

9	owl		night vision = human day vision, superior hearing

10-11	crow		excellent vision

12	cat		excellent night vision, superior hearing

13-14	black cat	excellent night vision, superior hearing

15	SPECIAL		... see DM or AD&D 1st Edition rules

16-20   PICK            choose from 1-14 above or other small animal

                        (DM's discretion)



When familiar is separated from master for more than 24 hrs, roll below:



d10	Outcome of leaving familiar

---	---------------------------

1	Link severed in d24 hours.

        Familiar and Wizard go insane for d24 hours unless save vs. magic.

2	Link severed in d100 hours.

        Familiar and Wizard go insane for d24 hours unless save vs. magic.

3-6	Familiar wanders off.

	Link broken gradually in d10 days.

7-8	Familiar goes in search of master.

	Link broken gradually in d10 days.

9	Familiar waits d10 days, then roll again.

10	Familiar waits indefinitely. Link maintained.



Notes:

=====



The roll must be done in secret (by DM):



Ill effects apply at the end of the duration specified (if any). If wizard

and familiar are re-united before this time, then outcome is negated.



Treat insanity as Ingold's Instant Insanity (GNSB Wizard 1st level),

Darklight's Personality Fragmentation (GNSB Wizard 4th level),

or similar spell (DM's choice!) for the duration rolled.



When the link is severed, apply penalties for loss of familiar as below:



Penalties for severed link (including familiar death):

=====================================================

Save vs. system shock



succeeds:	lose d3 HP permanently

fails:		lose d3 HP +1 CON permanently



When the link is allowed to weaken gradually, no system shock roll

or CON penalty necessary.



All benefits are lost, of course!





-------

Send comments to:



email:	seanh@multiline.com.au

    Source: geocities.com/timessquare/portal/7076/text

               ( geocities.com/timessquare/portal/7076)                   ( geocities.com/timessquare/portal)                   ( geocities.com/timessquare)