1 - Find Familiar (Conj)

Spell Name 1 - Find Familiar (Conj)
Duration Special
Range 1 mile / level
Casting Time 2d12 hrs
Saving Throw Special
Area 1 familiar
Components V, S, M
Description of the Spell
This spell enables the caster to attempt to summon a familiar to
act as his aide and companion. Familiars are typically small crea-
tures, 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, con-
versing 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 dam-
age, 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 enti-
ties, 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 in range
  • The DM can substitute other small animals suitable to the area.