1st Edition | 2nd Edition |
Find Familiar
(Conjuration/Summoning)
Range: 1 mile/level | Components: V, S, M |
Duration: Special | Casting Time: 1-24 hours |
Area of Effect: As spell range | Saving 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:
Die | Familiar | Sensory Powers |
1-4 | Cat, black | Excellent night vision & superior hearing |
5-6 | Crow | Excellent vision |
7-8 | Hawk | Very superior distance vision |
9-10 | Owl, screech | Night vision equals human daylight visual ability, superior hearing |
11-12 | Toad | Wide-angle vision |
13-14 | Weasel | Superior hearing & very superior olfactory power |
15 | Special | See 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-User | Result of Special Familiar |
Chaotic evil or chaotic neutral | Quasit |
Chaotic good, neutral or neutral good | Pseudo-dragon |
Lawful neutral or lawful good | Brownie |
Lawful evil or neutral evil | Imp |
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.
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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 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 Roll | Familiar* | Sensory Powers |
1-5 | Cat, black | Excellent night vision & superior hearing |
6-7 | Crow | Excellent vision |
8-9 | Hawk | Very superior distance vision |
10-11 | Owl | Night vision equals human daylight vision, superior hearing |
12-13 | Toad | Wide-angle vision |
14-15 | Weasel | Superior hearing & very superior olfactory power |
16-20 | No familiar available within spell range |
* The DM can substitute other small animals suitable to the area.
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Main differences between 1st and 2nd edition Find Familiar spells:
| 1st Edition | 2nd Edition |
Casting Time | 1-24 hours | 2-24 hours |
Material Components | 100 gp worth of incense, herbs, fat | 1000 gp worth of incense, herbs |
Special Familiars | Yes | No |
Familiar Hit Points | 2-4 | 2-4+1/Level |
Familiar Effect | Wizard gains familiar's HP | Wizard gains +1 to surprise rolls |
Familiar Death | Wizard loses double familiar's HP | System 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 Roll | Familiar |
1-3 | Bat |
4-10 | Cat |
11-14 | Chipmunk |
15-17 | Crow |
19-22 | Dog |
23-24 | Fox |
25-26 | Gull |
27-30 | Hawk |
31-33 | Hare |
34-37 | Lizard |
38-40 | Monkey |
41-42 | Mouse |
43-44 | Otter |
45-46 | Owl |
47-48 | Parrot |
49-50 | Raccoon |
51-52 | Rat |
53-54 | Rooster |
55-57 | Raven |
58-59 | Skunk |
60-61 | Snake |
62-63 | Squirrel |
64-66 | Toad |
67-70 | Weasel |
71-74 | Wolverine |
75-00 | No 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 | Familiar | HD | THAC0 | AC | # Att | Damage/Att | Movement | Int. | Morale | Sensory Powers and Special Abilities |
1-2 | Bat | 1-2 hp | 20 | 8* | 1 | 1 | 1, Fl 24 (B) | Animal (1) | Unreliable (2-5) | Good eyesight, echo-location |
3-8 | Cat | 1/2 | 20 | 6 | 3 | 1-2/1-2/1 | 9 | Semi- (2-4) | Average (8-10) | Excellent night vision & superior hearing, surprised only on 1 or 2; opponents suffer -3 penalty on surprise rolls |
9-12 | Tressym† | 2 | 17 | 6 | 3 | 1-2/1-2/1-4 | 6, 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 |
13-14 | Chipmunk | 1 hp | 20 | 7 | 1 | 1 | 12, Br 1 | Animal (1) | Unreliable (2-4) | Excellent hearing and eyesight |
15-18 | Crow | 1-2 hp | 20 | 7 | 1 | 1 | 1, Fl 36 (B) | Semi- (2-4) | Average (8-10) | Excellent vision, 10% likely to attack an eye |
19 | Dog | 1+1 | 20 | 7 | 1 | 1-4 | 15 | Semi- (2-4) | Unsteady (5-7) | Keen senses of smell and hearing |
20-21 | Fox | 1 | 20 | 7 | 1 | 1-3 | 15 | Semi- (2-4) | Unsteady (5-7) | Superb vision, hearing, and noses |
22 | Gull | 1-2 hp | 20 | 7 | 1 | 1 | 1, Fl 36 (B) | Animal (1) | Unsteady (5-7) | Excellent vision |
23-27 | Hawk | 1 | 19 | 6 | 3 | 1-2/1-2/1 | 1, Fl 33 (B) | Animal (1) | Average (9) | Very superior distance vision |
28-29 | Hare | 1-3 hp | 20 | 6 | 1 | 1 | 18 | Animal (1) | Unreliable (2-4) | Sensitive eyesight, hearing, and nose; natural paranoia |
30-31 | Lizard | 1/2 | 20 | 8 | 1 | 1 | 6 | Animal (1) | Unsteady (6) | Wide-angle vision |
32 | Monkey | 1+1 | 19 | 8 | 1 | 1 | 9 | Semi- (2-4) | Unsteady (5-7) | |
33-35 | Mouse | 1 hp | 20 | 7 | nil | nil | 15, Br 1/2 | Animal (1) | Unreliable (2-4) | |
36 | Otter | 1-1 | 20 | 5 | 1 | 1-2 | 12, Sw 18 | Semi- (2-4) | Unsteady (5-7) | |
37-40 | Owl | 1 | 19 | 5 | 3 | 1-2/1-2/1 | 1, Fl 27 (D) | Semi- (2-4) | Unsteady (5-7) | Night vision, superior hearing |
41 | Owl, Talking‡ | 2+2 | 19 | 3 | 3 | 1-4/1-4/1-2 | 1, Fl 36 (C) | Genius (17) | Champion (15) | Night vision, superior hearing, detect good at will, Wisdom 21 |
42 | Parrot | 1-2 hp | 20 | 7 | 1 | 1 | 1, Fl 36 (B) | Semi- (2-4) | Unsteady (5-7) | Wide-angle vision |
43-44 | Raccoon | 1-6 hp | 20 | 9 | 1 | 1-2 | 5 | Semi- (2-4) | Unsteady (5-7) | |
45-46 | Rat, Black | 1/4 | 20 | 7 | 1 | 1 | 15, Cl 3 | Animal (1) | Unreliable (2-4) | |
47 | Rat, Brown | 1/4 | 20 | 7 | 1 | 1 | 15, Sw 3, Br ½ | Animal (1) | Unreliable (2-4) | |
48-49 | Rooster | 1-2 hp | 20 | 7 | 1 | 1 | 12, Fl 15 (D) | Animal (1) | Average (8-10) | Wide-angle vision |
50-52 | Raven | 1-2 hp | 20 | 7 | 1 | 1 | 1, Fl 36 (B) | Semi- (2-4) | Average (8-10) | Excellent vision, 10% likely to attack an eye |
53-54 | Skunk | 1/4 | 20 | 8 | 1 | 1 | 12 | Semi- (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 |
55-56 | Snake | 1/2 | 20 | 7 | 1 | 1 | 12, Sw 6 | Animal (1) | Unsteady (6) | Wide-angle vision |
57-58 | Squirrel | 1 hp | 20 | 8 | 1 | 1 | 12 | Animal (1) | Unreliable (2-4) | Good vision and hearing |
59-63 | Toad | 1/2 | 20 | 8 | 1 | 1 | 3, Sw 9 | Non- (0) | Unsteady (6) | Wide-angle vision |
64-68 | Weasel | 1/4 | 20 | 6 | 1 | 1 | 15 | Animal (1) | Steady (11-12) | Superior hearing & very superior olfactory power |
69-70 | Wolverine | 3 | 17 | 5 | 3 | 1-4/1-4/2-5 | 12 | semi- (2-4) | Steady (11-12) | +4 attack roll in battle |
71-75 | Special (see below) |
LG LN | Brownie | 1/2 | 20 | 3 | 1 | 1-2 | 12 | High (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 | 2 | 19 | 2 | 1 | 1-3+special | 6, 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 | Imp | 2+2 | 19 | 2 | 1 | 1-4 | 6, 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 | Quasit | 3 | 17 | 2 | 3 | 1-2/1-2/1-4 | 15 | Low (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 |
76-00 | No 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:
- Familiars receive the listed number of hp, plus 1 hp per level of the caster.
- Familiars receive the listed AC.
- Familiars receive the listed Intelligence, plus 2-3 points (special familiars do not gain the Intelligence bonus).
- Special familiars (Brownies, Pseudodragons, Imps, Quasits, Talking Owls, and Tressym) receive saving throws vs. spell to resist the effect of the spell.
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A special table for drow wizards is given in FOR2: The Drow of the Underdark:
D20 Roll | Familiar |
1-3 | Deep Bat |
4-5 | Bat, Common |
6-7 | Bat, Giant |
8 | Mobat |
9-13 | Spider (DM's choice of species) |
14-16 | Snake, Poisonous |
17 | Snake, Spitting (or special type) |
18 | Spitting Crawler |
19 | DM's choice (special creature) |
20 | No 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 | Familiar | HD | THAC0 | AC | # Att | Damage/Att | Movement | Int. | Morale | Sensory Powers and Special Abilities |
1-5 | Deep Bat, Azmyth | 2 | 19 | 2 | 2 | 1/1-2 | 3, 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% |
6-10 | Deep Bat, Night Hunter** | 2+2 | 19 | 6 | 4 | 1-4/1-2/1-2/1-6 or 3-12 | 2, Fl 18 (A) | Average to High (8-14) | Steady (11) | 180' infravision |
11-15 | Deep Bat, Sinister | 4+4 | 17 | 3 | 1 | 2-5 | 2, 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 |
16-25 | Bat, Common | 1-2 hp | 20 | 8* | 1 | 1 | 1, Fl 24 (B) | Animal (1) | Unreliable (2-5) | Good eyesight, echo-location |
26-30 | Bat, Giant | 1 | 19 | 8 | 1 | 1-4 | 3, 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 |
31-35 | Bat, Giant | 1d4 hp | 20 | 8 | 1 | 1-2 | 3, 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 |
36-40 | Mobat | 4-6 | 17-15 | 7 | 1 | 2-8 | 3, 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 |
41-50 | Spider, Hairy*** | 1-1 | 20 | 8 | 1 | 1 | 14, Wb 9 | Low (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) |
51-55 | Pedipalp | 1+1 | 19 | 7 | 1 | 1-8 | 12 | Non- (2) | Average (9) | Poison immunity |
56-60 | Solifugid | 3+3 | 17 | 6 | 2/1 | 2-8 | 9 | Non- (2) | Average (10) | Grip attack (2/round, no damage, cannot escape, +3 hit) |
61-63 | Spider, Watch | 2+2 | 19 | 6 | 1 | 1-6 | 18 | Low (5-7) | Fanatic (17) | Poison (save +1, 2d4 turns paralysis, onset 1-2 rounds) |
64-65 | Spider, Hunting | 3+3 | 17 | 4 | 1 | 1-3 | 8, Fl 10 | Average (8-10) | Elite (13) | Never sleep, never surprised, true seeing, poison (Type A, save +2, 15 hp damage (1/minute), onset 10-30 minutes) |
66-80 | Snake, Poisonous | 2+1 | 19 | 6 | 1 | 1 | 15 | Animal (1) | Average (8) | Poison (random type) |
81-85 | Snake, Spitting | 4+2 | 17 | 5 | 2 | 1-3 | 12 | Animal (1) | Average (9) | Spit poison (30' range, random type) |
89-90 | Spitting Crawler | 2 | 19 | 6 | 1 | 1-2 | 16, Cl 12 | Low (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% |
91-95 | Special (see below) |
LG LN | Deep Bat, Azmyth | 2 | 19 | 2 | 2 | 1/1-2 | 3, 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, Sinister | 4+4 | 17 | 3 | 1 | 2-5 | 2, 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 | Imp | 2+2 | 19 | 2 | 1 | 1-4 | 6, 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 | Quasit | 3 | 17 | 2 | 3 | 1-2/1-2/1-4 | 15 | Low (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 |
96-00 | No 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
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