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Find Familiar

This lengthy ritual prepares the caster to bond with a familiar. The familiar makes itself known during the ceremony 50% of the time; otherwise, the caster makes its acquaintance sometime in the weeks following the ritual. The spell check is made upon completion of the ritual, and a minimum spellburn of 10 points is required to cast this spell.   The caster gains hit points equal to the familiar’s and other powers as well, depending on the creature summoned. Once the caster has summoned a familiar (whether having met it or not), he cannot summon another until the current one dies and a full moon passes.   If a familiar dies, the caster immediately keels over in intense pain, loses twice the familiar’s hit points permanently, and suffers a -5 spell check penalty until the next full moon.   The judge will provide more information

Effect

1 Lost, failure, patron taint, and corruption. Unlike normal spells, the spell is lost for an entire month, not simply one day.
2 - 11 Lost and failure. Unlike normal spells, the spell is lost for an entire month, not simply one day.
12+ Per judge / See Below.
 
Spell check by Alignment12-1718-2324-2930+
Lawful Guardian Focal Focal Arcane
Neutral Guardian Arcane Focal Demonic
Chaotic Guardian Demonic Arcane Focal
A wizard can summon a familiar with the spell find familiar. The resulting familiar is determined by his spell check and alignment. The higher the spell check, the more powerful the familiar and the greater effect it has on the wizard’s magic.   Generate a familiar as follows:
  1. Determine familiar type: guardian, focal, arcane, or demonic
  2. Determine physical configuration
  3. Determine personality
  Step 1: Familiar type. Determine familiar type based on the spell check and caster’s alignment. Familiars grant their caster abilities based on their type, as follows.   All familiars: All familiars have these traits:
  • 1d4+2 hit points.
  • AC 14 (due to small size and agility)
  • Use the wizard’s saving throws.
  • Are unusually intelligent for their species, typically around an Int of 5 in human terms.
  • The wizard and familiar can communicate telepathically, though this is limited by the familiar’s senses and intelligence (e.g., a toad’s 6-inch height limits its ability to see onto tabletops, and it cannot read).
  • The familiar is absolutely loyal to its wizard master.
  • The wizard gains bonus hit points equal to the familiar’s.
  • If the familiar has a natural ability, the wizard gains a +4 bonus when using that same ability. For example, a wizard with a cat familiar gains a +4 bonus to attempts to sneak silently.
  Guardian familiars: Guardian familiars are combat-oriented. They focus on defending their wizard and are not afraid to enter combat. Guardian familiars have these traits:  
  • An additional 1d4+2 hit points (which the wizard also receives)
  • An attack at +4 that does 1d6 points of damage (crit die 1d12, crit table III)
  • A +2 AC bonus (for a total AC of 16)
  • A +1 to all saving throws.
  • An incremental improvement to their attack equal to the wizard’s attack bonus at each level. For example, when the wizard reaches level 2 and gains a +1 attack, the familiar’s attack bonus goes from +4 to +5. When the wizard reaches level 5 and gains a +2 attack bonus, the familiar’s bonus goes from +5 to +6.
  Focal familiars: Focal familiars enable the wizard to concentrate magical energy at the familiar’s location, casting a spell through the familiar. Focal familiars have these traits:  
  • In addition to communicating telepathically with the familiar, the wizard can actually see through the familiar’s eyes.
  • The wizard can cast spells with his familiar as the point of origin rather than himself. This ability lets the familiar deliver spells that normally require the caster to touch his target.
  • Any spell that is cast through the familiar improves the wizard’s spell check result by +1.
  • An attack at +1 that does 1d3 points of damage.
  Arcane familiar: Arcane familiars are magically imbued with a special power of some kind. They grant the wizard a spell or power that he may not have otherwise possessed. Arcane familiars have these traits:
  • The familiar arrives knowing one randomly generated level 1 spell that the wizard does not already know. Alternately, the judge is encouraged to create an interesting spell-like power, potentially linked to the wizard’s patron or Luck characteristics.
  • The wizard may cast the familiar’s spell at his normal spell check modifier, as if it were an additional spell in his repertoire. He may lose this spell for a day as normal, regain it the next day as normal, and so on.
  • An attack at +1 that does 1d3 points of damage.
  Demonic familiar: This is a familiar specifically sent from the nether regions, an outside plane, or in exchange for favors performed by a supernatural patron. The demonic familiar has an alien cast to its features. A demonic familiar has these traits:
  • A sensitivity to corruption and negative energy. Any time the wizard rolls a 1 on a spell check which results in corruption, the familiar automatically absorbs half the effect of the corruption, rounding down in the wizard’s favor. For example, if corruption resulted in loss of 1 point of Strength, the familiar would lose 1 Strength and the wizard would be unaffected. If the result were a loss of 2 Strength, both the familiar and the wizard would each lose 1 Strength.
  • A claim to the wizard’s soul. If the wizard dies while the familiar still lives, the wizard’s soul is claimed by the familiar. The wizard then cohabitates the familiar’s body for all eternity (or until the familiar’s physical form is slain). If the appropriate magic is performed, the wizard’s soul may be transferred to another physical form.
  • An immunity to many mortal diseases, poisons, and infections. As a result of this, the wizard gains a +4 bonus to Fortitude saving throws against any kind of infection, poison, disease, or other debilitating effect. Additionally, any effect that bypasses this improved protection is split between the wizard and familiar (rounding down in the wizard’s favor). For example, if the wizard is afflicted by a spider bite that causes him to lose 2 Stamina, the familiar loses 1 Stamina and the wizard loses 1 Stamina. If the Stamina loss were only 1 point, only the familiar would be affected.
  • An attack at +2 that does 1d4 points of damage.
  Step 2: Physical configuration. Roll d20 on the following table, cross-referenced against the wizard’s alignment, to determine the physical configuration of the familiar that arrives. Certain familiars have abilities particular to their form; their master receives a bonus when performing a similar action, as noted in parenthesis.  

Familiar Physical Configuration (And Master’s Benefit)

 
D20LawfulNeutralChaotic
1 Eagle (excellent vision) Badger (melee attacks deal extra +1 damage) Giant centipede (10’ climb speed)
2 White cat (move very silently) Wolverine (+2 hit points) Black cat (move very silently)
3 Hawk (excellent vision) Owl (can see at night as well as normal human can see in day, plus excellent hearing) Bat (extraordinary hearing)
4 Brownie (excellent at hiding in forest) Pixie (excellent at hiding in forest) Cobra (poisoned bite; DC 16 Fort save or lose 1d6 Stamina)
5 Miniature armored knight with a visor that is never lifted (+1 AC) Miniature minotaur (+1 Strength) Tarantula (melee attacks deal poison: Fort DC 14 or temporary loss of 1 Agility)
6 Giant bee (melee attacks deal extra +1 stinging damage) Giant cricket (loud, commanding voice) Weasel (supernatural ability to squeeze into tight places)
7 Faithful hound (all followers, retainers, etc. receive +2 to morale checks) Lizard (40’ movement) Spider monkey (20’ climb speed)
8 Giant ant (+1 to all attempts at ESP, telepathy, scrying, etc.) Turtle (+2 AC but movement reduced by -5’) Pseudo-dragon (breath weapon 1/day: cone, 20’ long x 10’ wide, 2d6 fire damage)
9 Extraplanar ant (+1 to all attempts at planar travel) Toad (can breathe underwater for up to 20 minutes) Miniature woman of extraordinary beauty (+2 Personality)
10 Miniature version of the wizard himself, but ancient in age (grants an extra life: the first time the caster dies of any cause, the familiar dies instead and wizard is restored to life with full hit points less consequences of familiar dying) Tiny elemental (+1 to all checks/ saves relating to that element; determine type randomly with 1d12: (1) earth, (2) air, (3) fire, (4) water, (5) ash, (6) lava, (7) ice, (8) mist, (9) dust, (10) steam, (11) mud, (12) something even more exotic (e.g., gold, silver, cyclone, dew, stone, etc.)) Python (melee attack causes constriction: automatic +1d4/+2d4/+3d4/etc. damage each round after first)
11 Giant wasp (melee attacks deal poison: Fort DC 12 or temporary loss of 1 Str) Crow (uncanny ability to detect gems and shiny objects) Tiny viper (extraordinary sense of smell)
12 Miniature robed wizard with a cowled face that is never revealed (+1 to spell checks on one randomly determined spell) Horned slug (melee attack causes paralysis: Fort DC 12 or paralyzed for 1d4+CL rounds) Tiny demon (i.e., imp or quasit; +2 Luck that, if used, restores naturally each night, similar to how a thief or halfling recovers Luck)
13 Miniature gorilla (+1 Strength) Giant beetle (+1 AC) Scorpion (+2 to Fort saves vs. poison)
14 Miniature version of the wizard himself, but young and spry (+1 Stamina) Rat (120’ infravision) Skeletal rat (+1 damage against un-dead)
15 Miniature clockwork myrmidon (+2 to saves vs. fear and fear-like effects) Doll of straw or rags (+2 Luck that, if used, restores naturally each night, similar to how a thief or halfling recovers Luck) Miniature Deep One (can breathe underwater for up to 20 minutes)
16 Alabaster statuette of a severe, bald-headed ascetic (+2 to saves vs. transformative effects) Large stained-glass butterfly (+2 Personality) Clawed crawling hand (unarmed attacks do 1d4 + Strength modifier damage)
17 Miniature lion (loud, commanding voice) Tiny humanoid tree (+1 Stamina) Miniature jester with twisted Punch-like features (+1 Agility)
18 Floating fist-sized crystal tesseract (+2 to saves vs. illusions) Gray cat (move very silently) Rat-thing with human-like face (excellent at hiding)
19 Featureless stone manikin (+2 HP) Floating, animate grimoire (+1 to spell checks on one randomly determined spells) Decapitated floating head, shrunken or skulllike, with glowing eyes (120’ infravision)
20 Tiny angel with feathered wings (+2 Personality) Fox (excellent hearing) Miniature version of the wizard himself, but heavily muscular and grossly deformed (+1 Strength)
Step 3: Familiar personality. Roll 1d20 on table 7-6 to determine the familiar’s personality.

Familiar Personality

D20Personality
1 Grumpy
2 Angry
3 Eager and curious
4 Complains constantly about creaky joints
5 Normally mellow but becomes inexplicably animated when discussing (1d6) (1) opposite sex, (2) gnomes, (3) clouds, (4) flowers, (5) pancakes, (6) leather armor
6 Cranky
7 Narcissistic
8 Wide
9 Vapid (polishes nails constantly)
10 Garrulous (won’t shut up)
11 Stingy
12 Jolly
13 Introspective
14 Convivial
15 Lazy
16 Aloof
17 Charitable
18 Sexy
19 Mellow
20 Sleepy

Side/Secondary Effects

Corruption

Roll 1d6: (1-3) minor; (4-5) major; (6) greater.  

Misfire

N/A

Manifestation

Varies
Related Discipline
Arcane
Effect Duration
Lifetime
Effect Casting Time
1 Week
Range
Self
Level
1

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