Vanilla Find Familiar

Find Familiar
(Conjuration/Summoning)

Level: 1
Range: n/a
Duration: Special
Casting Time: 9
Area of Effect: 1 familiar
Saving Throw: None

This spell enables the caster to attempt to summon a familiar to act as <PRO_HISHER> 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 <PRO_HIMHER>, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and <PRO_HESHE> has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

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 <PRO_HISHER> familiar well, for if the familiar should die, the caster loses the bonus Hit Points and 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 18 Hit Points, so the caster gets a bonus of 9 Hit Points. The caster now has 21 Hit Points. If the familiar dies, the caster loses those 9 Hit Points (putting <PRO_HIMHER> back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 18 damage.

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

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 24
– Armor Class: -2
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 damage, save vs. Death or be rendered unconscious for 2 turns
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 24
– Armor Class: 0
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 damage
– Special Abilities: Has 75% in Pick Pockets, 40% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Hit Points: 18
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 1 attack per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
– Hit Points: 24
– Armor Class: 1
– Magic Resistance: 65%
– Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
– Special Abilities: Has 50% in Detect Traps and 30% Hide in Shadows/Move Silently. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 24
– Armor Class: 6
– Magic Resistance: 10%
– Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 50% resistance to slashing, piercing, and missile damage. Can cast Glitterdust once per day and Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 24
– Armor Class: 4
– Magic Resistance: 32%
– Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image and Invisibility, 10’ Radius once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 24
– Armor Class: 0
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 damage
– Special Abilities: Has 30% in Pick Pockets and 99% in Move Silently/Hide in Shadows. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 24
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 3 attacks per round at 13 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round.