1st Edition
2nd Edition
Find Familiar
(Conjuration/Summoning)

Range: 1 mile/levelComponents: V, S, M
Duration: SpecialCasting Time: 1-24 hours
Area of Effect: As spell rangeSaving Throw: Neg.

Explanation/Description: A familiar is of certain benefit to a magic-user, as the creature adds to the spell caster's hit points, it conveys its sensory powers to its master, and it can converse with and will serve as a guard/scout/spy as well. However, the magic-user has no control over what sort of creature will answer the summoning, or if any at all will come, and the power of the conjuration is such that it can be attempted but once per year. At such time as the magic-user determines to find a familiar, he or she must stoke up a brass brazier with charcoal, and when this is burning well, add 100gp worth of incense, herbs (basil, savory, and catnip for sure), and fat. When these items are burning, the spell caster begins his or her incantation, and it must be continued until the familiar comes or the casting time is finished. Your referee will secretly determine all results. The magic-user has absolutely no control over what sort of a creature appears to become his or her familiar. This will be determined on the table below:

DieFamiliarSensory Powers
1-4Cat, blackExcellent night vision & superior hearing
5-6CrowExcellent vision
7-8HawkVery superior distance vision
9-10Owl, screechNight vision equals human daylight visual ability, superior hearing
11-12ToadWide-angle vision
13-14WeaselSuperior hearing & very superior olfactory power
15SpecialSee sub-table below for details
16-20*No familiar available within spell range.

* Subtract 1 from the die score for each 3 levels of experience of the spell caster, and if the score is 15 or less roll again using d16 and if a 16 is rolled then the result is final.

If a 15 is rolled, use the table below for a special familiar:

Alignment of Magic-UserResult of Special Familiar
Chaotic evil or chaotic neutralQuasit
Chaotic good, neutral or neutral goodPseudo-dragon
Lawful neutral or lawful goodBrownie
Lawful evil or neutral evilImp

Normal familiars have 2-4 hit points and AC 7. Each is abnormally intelligent and totally faithful to the magic-user whose familiar it becomes. The number of the familiar's hit points is added to the hit point total of the magic-user when it is within 12" of its master, but if the familiar should ever be killed, the magic-user will permanently lose double that number of hit points.

If a special familiar is indicated, details of the powers it conveys are given in the Monster Manual for all except the brownie. This creature becomes a friend and companion to the magic-user and he or she will gain dexterity equal to the brownie's (18) and the advantage of never being surprised, as well as +2 on all saving throws. Note that special familiars are entitled to a saving throw versus magic when summoned by the spell, and if they succeed, they will ignore the spell and NO familiar will be available that year to the caster.

A familiar will fight for the life of the magic-user it serves only in a life-and-death situation, and imps and quasits will be 90% likely not to do so at the risk of their own life.

Find Familiar
(Conjuration/Summoning)

Range: 1 mile/levelComponents: V, S, M
Duration: SpecialCasting Time: 2d12 hours
Area of Effect: 1 familiarSaving Throw: Special

This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come.

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).

The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic--while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the "big ones" it was spying on! The caster cannot see through the familiar's eyes.

If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard's saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.

The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a dispel magic spell send them away.

Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar's relationship with its master. Purposely arranging the death of one's own familiar incurs great disfavor from certain powerful entities, with dire results.

D20 RollFamiliar*Sensory Powers
1-5Cat, blackExcellent night vision & superior hearing
6-7CrowExcellent vision
8-9HawkVery superior distance vision
10-11OwlNight vision equals human daylight vision, superior hearing
12-13ToadWide-angle vision
14-15WeaselSuperior hearing & very superior olfactory power
16-20No familiar available within spell range

* The DM can substitute other small animals suitable to the area.

Main differences between 1st and 2nd edition Find Familiar spells:

1st Edition2nd Edition
Casting Time1-24 hours2-24 hours
Material Components100 gp worth of incense, herbs, fat1000 gp worth of incense, herbs
Special FamiliarsYesNo
Familiar Hit Points2-42-4+1/Level
Familiar EffectWizard gains familiar's HPWizard gains +1 to surprise rolls
Familiar DeathWizard loses double familiar's HPSystem shock, wizard loses 1 CON

In my own campaign, I use the cheaper material components (including the detailed list of ingredients: i.e. the basil, savory, and catnip, with fat) and allow special familiars; the rest of the details are as in 2nd Edition.

In addition, The Complete Wizard's Handbook offers an alternative table that DMs can use when rolling the summoned familiar:

Summoned Familiars

d100 RollFamiliar
1-3Bat
4-10Cat
11-14Chipmunk
15-17Crow
19-22Dog
23-24Fox
25-26Gull
27-30Hawk
31-33Hare
34-37Lizard
38-40Monkey
41-42Mouse
43-44Otter
45-46Owl
47-48Parrot
49-50Raccoon
51-52Rat
53-54Rooster
55-57Raven
58-59Skunk
60-61Snake
62-63Squirrel
64-66Toad
67-70Weasel
71-74Wolverine
75-00No familiar available within spell range

Notably, some of these animals have better statistics than the typical familiars. Redoing this table by adding the special familiars (at a constant 5% chance) while leaving the probability of no familiar answering the call the same (at 25%), and also adding the statistics of the normal familiars from the Monstrous Manual (with some modifications for intelligence, as well as some additions for animals not listed), and finally with the addition of Tressym and Talking Owls, we get the following revised table:

d100
Roll
FamiliarHDTHAC0AC#
Att
Damage/AttMovementInt.MoraleSensory Powers and Special Abilities
1-2Bat1-2 hp208*111, Fl 24 (B)Animal (1)Unreliable (2-5)Good eyesight, echo-location
3-8Cat1/220631-2/1-2/19Semi- (2-4)Average (8-10)Excellent night vision & superior hearing,
surprised only on 1 or 2; opponents suffer -3 penalty on surprise rolls
9-12Tressym217631-2/1-2/1-46, Fl 16 (A)Very (11-12)Elite (14)Excellent night vision & superior hearing, surprised only on 1 or 2; opponents suffer -3 penalty on surprise rolls, 120' infravision, detect invisibility 90' range, detect poison, immune to poison, 40% magic resistance
13-14Chipmunk1 hp2071112, Br 1Animal (1)Unreliable (2-4)Excellent hearing and eyesight
15-18Crow1-2 hp207111, Fl 36 (B)Semi- (2-4)Average (8-10)Excellent vision, 10% likely to attack an eye
19Dog1+120711-415Semi- (2-4)Unsteady (5-7)Keen senses of smell and hearing
20-21Fox120711-315Semi- (2-4)Unsteady (5-7)Superb vision, hearing, and noses
22Gull1-2 hp207111, Fl 36 (B)Animal (1)Unsteady (5-7)Excellent vision
23-27Hawk119631-2/1-2/11, Fl 33 (B)Animal (1)Average (9)Very superior distance vision
28-29Hare1-3 hp2061118Animal (1)Unreliable (2-4)Sensitive eyesight, hearing, and nose; natural paranoia
30-31Lizard1/2208116Animal (1)Unsteady (6)Wide-angle vision
32Monkey1+1198119Semi- (2-4)Unsteady (5-7)
33-35Mouse1 hp207nilnil15, Br 1/2Animal (1)Unreliable (2-4)
36Otter1-120511-212, Sw 18Semi- (2-4)Unsteady (5-7)
37-40Owl119531-2/1-2/11, Fl 27 (D)Semi- (2-4)Unsteady (5-7)Night vision, superior hearing
41Owl,
Talking
2+219331-4/1-4/1-21, Fl 36 (C)Genius (17)Champion (15)Night vision, superior hearing, detect good at will, Wisdom 21
42Parrot1-2 hp207111, Fl 36 (B)Semi- (2-4)Unsteady (5-7)Wide-angle vision
43-44Raccoon1-6 hp20911-25Semi- (2-4)Unsteady (5-7)
45-46Rat,
Black
1/42071115, Cl 3Animal (1)Unreliable (2-4)
47Rat,
Brown
1/42071115, Sw 3, Br ½Animal (1)Unreliable (2-4)
48-49Rooster1-2 hp2071112, Fl 15 (D)Animal (1)Average (8-10)Wide-angle vision
50-52Raven1-2 hp207111, Fl 36 (B)Semi- (2-4)Average (8-10)Excellent vision, 10% likely to attack an eye
53-54Skunk1/42081112Semi- (2-4)Unsteady (5-7)10 x 10 x 10-foot musk cloud, save vs. poison or be nauseated for 1-4 rounds, lose 50% of Strength and Dexterity
55-56Snake1/22071112, Sw 6Animal (1)Unsteady (6)Wide-angle vision
57-58Squirrel1 hp2081112Animal (1)Unreliable (2-4)Good vision and hearing
59-63Toad1/2208113, Sw 9Non- (0)Unsteady (6)Wide-angle vision
64-68Weasel1/42061115Animal (1)Steady (11-12)Superior hearing & very superior olfactory power
69-70Wolverine317531-4/1-4/2-512semi- (2-4)Steady (11-12)+4 attack roll in battle
71-75Special (see below)
LG
LN
Brownie1/220311-212High (13-14)Steady (11-12)Impossible to surprise, blend into surroundings, Spells (once per day): Protection from evil, ventriloquism, dancing lights, continual light,mirror image (3 images), confusion,dimension door
CG
TN
NG
Pseudo-
dragon
219211-3+special6, Fl 24 (B)Average (8-10)Champion (15)35% magic resistance, stinger +4 attack, poison causes catalepsy for 1-6 days, ultimately causing death 25% of the time, blend into forest (80%), 60' infravision, detect invisibility
LE
NE
Imp2+219211-46, Fl 18 (A)Average (8-10)Average (8-10)25% magic resistance, 60' infravision, stinger injects poison that slays instantly, polymorph into two animal forms (large spider, raven, giant rat, or goat), detect good, detect magic, invisibility at will, suggestion once per day, immune to cold, fire, electricity, resist other spells as 7 HD monsters, regenerate 1 hp/round, harmed only by silver or magical weapons
CN
CE
Quasit317231-2/1-2/1-415Low (5-7)Average (8-10)25% magic resistance, 60' infravision, polymorph into two animal forms (bat, giant centipede, frog, or wolf), detect good, detect magic, invisibility at will, blast of fear (30' radius) once per week, commune with lower planes once per week (6 questions), immune to cold, fire, electricity, resist other spells as 7 HD monsters, regenerate 1 hp/round, harmed only by cold iron or magical weapons
76-00No familiar available within spell range

* AC 4 in ideal flying conditions
Only if this spell is cast in Eveningstar in the Forgotten Realms; otherwise, wizards receive a normal cat familiar
Only for good-aligned wizards; other wizards receive a normal owl familiar

When using this table, note that:

  1. Familiars receive the listed number of hp, plus 1 hp per level of the caster.
  2. Familiars receive the listed AC.
  3. Familiars receive the listed Intelligence, plus 2-3 points (special familiars do not gain the Intelligence bonus).
  4. Special familiars (Brownies, Pseudodragons, Imps, Quasits, Talking Owls, and Tressym) receive saving throws vs. spell to resist the effect of the spell.
A special table for drow wizards is given in FOR2: The Drow of the Underdark:

D20 RollFamiliar
1-3Deep Bat
4-5Bat, Common
6-7Bat, Giant
8Mobat
9-13Spider (DM's choice of species)
14-16Snake, Poisonous
17Snake, Spitting (or special type)
18Spitting Crawler
19DM's choice (special creature)
20No familiar available, in range

Note that there is a much lower chance for familiars to not be found by the spell; I assume that these creatures are simply in the Underdark at a much higher rate; the creatures found in this table are also much stronger than normal familiars.

I have created the following table based on this one to include other familiars types that were mentioned in the same accessory (sticking the spider-like pedipalpi (whip scorpions) and solifugids (camel spiders) into the spiders category, and adding imps and quasits) and randomizes the DM's choice and other nonrandomness, so any wizard living in the Underdark can now summon his own familiar as well:

d100
Roll
FamiliarHDTHAC0AC#
Att
Damage/AttMovementInt.MoraleSensory Powers and Special Abilities
1-5Deep Bat, Azmyth219221/1-23, Fl 24 (A)High (13-14)Elite (14)60' telepathy, 90' infravision, know alignment thrice/day, invisibility (self only, 6 rounds) once/day, silence, 15' radius (self only) once/day, shocking grasp (1d8+6 damage) twice/day, MR 40%
6-10Deep Bat, Night Hunter**2+219641-4/1-2/1-2/1-6 or 3-122, Fl 18 (A)Average to High (8-14)Steady (11)180' infravision
11-15Deep Bat, Sinister4+417312-52, Fl 21 (A)Average to Exceptional (8-16)Champion (15-16)160' infravision, constant levitation, constant wall of force (5', stops all missile attacks, magic missile attacks), hold monster once/day, 20' telepathy with other sinisters
16-25Bat, Common1-2 hp208*111, Fl 24 (B)Animal (1)Unreliable (2-5)Good eyesight, echo-location
26-30Bat, Giant119811-43, Fl 18 (C)Animal (1)Unsteady (5-7)Good eyesight, echo-location, -3 AC vs. missile weapons fired by those with Dex 13 or less
31-35Bat, Giant1d4 hp20811-23, Fl 18 (C)Animal (1)Unsteady (5-7)Good eyesight, echo-location, -3 AC vs. missile weapons fired by those with Dex 13 or less
36-40Mobat4-617-15712-83, Fl 15 (C)Low (5-7)Steady (11-12)Good eyesight, echo-location, -3 surprise bonus, piercing screech (save vs. paralyzation or cover ears rather than fight), AC 2 when in flight (and not crowded), AC 10 when not flying
41-50Spider, Hairy***1-12081114, Wb 9Low (5-7)Average (10)Poison (save at +2, AC +1, attack -1, Dex checks -3, 2-5 rounds), 60' infravision, 40% can detect invisibility at will (4/6 chance success)
51-55Pedipalp1+119711-812Non- (2)Average (9)Poison immunity
56-60Solifugid3+31762/12-89Non- (2)Average (10)Grip attack (2/round, no damage, cannot escape, +3 hit)
61-63Spider, Watch2+219611-618Low (5-7)Fanatic (17)Poison (save +1, 2d4 turns paralysis, onset 1-2 rounds)
64-65Spider, Hunting3+317411-38, Fl 10Average (8-10)Elite (13)Never sleep, never surprised, true seeing, poison (Type A, save +2, 15 hp damage (1/minute), onset 10-30 minutes)
66-80Snake, Poisonous2+11961115Animal (1)Average (8)Poison (random type)
81-85Snake, Spitting4+217521-312Animal (1)Average (9)Spit poison (30' range, random type)
89-90Spitting Crawler219611-216, Cl 12Low (7)Steady (12)Acid spit (20' range, +5 attack, 2d4 damage, -1 attack, +1 AC, 3d12 turns, destroys metal), immune to charm, sleep, hold, spider/insect venoms, oozes, slimes, jellies, mold spores; MR 30%
91-95Special (see below)
LG
LN
Deep Bat, Azmyth219221/1-23, Fl 24 (A)High (13-14)Elite (14)60' telepathy, 90' infravision, know alignment thrice/day, invisibility (self only, 6 rounds) once/day, silence, 15' radius (self only) once/day, shocking grasp (1d8+6 damage) twice/day, MR 40%
NG
TN
Deep Bat, Sinister4+417312-52, Fl 21 (A)Average to Exceptional (8-16)Champion (15-16)160' infravision, constant levitation, constant wall of force (5', stops all missile attacks, magic missile attacks), hold monster once/day, 20' telepathy with other sinisters
LE
NE
Imp2+219211-46, Fl 18 (A)Average (8-10)Average (8-10)25% magic resistance, 60' infravision, stinger injects poison that slays instantly, polymorph into two animal forms (large spider, raven, giant rat, or goat), detect good, detect magic, invisibility at will, suggestion once per day, immune to cold, fire, electricity, resist other spells as 7 HD monsters, regenerate 1 hp/round, harmed only by silver or magical weapons
CN
CE
Quasit317231-2/1-2/1-415Low (5-7)Average (8-10)25% magic resistance, 60' infravision, polymorph into two animal forms (bat, giant centipede, frog, or wolf), detect good, detect magic, invisibility at will, blast of fear (30' radius) once per week, commune with lower planes once per week (6 questions), immune to cold, fire, electricity, resist other spells as 7 HD monsters, regenerate 1 hp/round, harmed only by cold iron or magical weapons
96-00No familiar available within spell range

* AC 4 in ideal flying conditions
** Replace with Azmyth if caster is not evil
*** Replace with Pedipalp if caster is not evil