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Find Familiar

Level 1 wizard spell — School of Conjuration/Summoning**

Cast by: Mage, Sorcerer, Bard

Stat Value
Range 0
Casting Time 9
Duration Permanent
Saving Throw None
Area of Effect Special

Description

This spell enables the caster to attempt to summon a familiar to act as her aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with her, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and she has no control over what sort of creature answers the summoning, if any come at all.

Note: Only one party member may have a familiar.

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 has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar’s total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat her familiar well, for if the familiar should die, the caster loses the bonus Hit Points and half the familiar’s Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting her back at 12), loses 1 point of Constitution

permanently (which may cause additional Hit Point loss), and takes 4 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon – Hit Points: 12 – Armor Class: 0 – Magic Resistance: 35% – Combat: 2 attacks per round at 19 THAC0 for 1d3 slashing damage – Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon – Hit Points: 12 – Armor Class: 6 – Magic Resistance: 25% – Combat: 2 attacks per round at 19 THAC0 for 1d2 slashing damage – Special Abilities: Can cast Mirror Image once per day. Has 100% resistance to fire and 125% resistance to electricity. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 19 THAC0 for 1d3 slashing damage – Special Abilities: Has 20% in Find Traps, 50% in Pick Pockets, and 25% in Hide in Shadows/Move Silently. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

TRUE NEUTRAL: Rabbit – Hit Points: 12 – Armor Class: 3 – Magic Resistance: 45% – Combat: 2 attacks per round at 15 THAC0 for 1d2 slashing damage – Special Abilities: Has 40% in Find Traps and 20% in Move Silently/Hide In Shadows. Has 125% resistance to fire and 75% resistance to cold, electricity, and acid. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 19 THAC0 for 1d3 slashing damage – Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp – Hit Points: 9 – Armor Class: 4 – Magic Resistance: 15% – Combat: 1 attack per round at 21 THAC0 for 1d6 slashing damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL EVIL: Dust Mephit – Hit Points: 12 – Armor Class: 8 – Magic Resistance: 10% – Combat: 2 attacks per round at 15 THAC0 for 1d2 slashing damage – Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit – Hit Points: 12 – Armor Class: 4 – Magic Resistance: 15% – Combat: 2 attacks per round at 19 THAC0 for 1d6 slashing damage – Special Abilities: Has 100% resistance to fire, cold, and electricity and 35% resistance to slashing, piercing, and missile. Can cast Horror once per day. Regenerates 1 HP/round.


Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Wizard Spells—Level 1" → "Find Familiar".