Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
singerhosting
Search
Search
Appearance
Create account
Log in
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Editing
AD&D Players Handbook/Database/Spells/Magic-User/Find Familiar
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
# Find Familiar {{AD&D Spell |class=Magic-User |level=1 |school=Conjuration/Summoning |reversible=No |range=I mile/level |duration=Special |area=As spell range |components=V, S, M |casting_time=1-24 hours |saving_throw=Neg. }} ## 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 con 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 mogic-user determines to find a familiar, he or she must stoke up a brass brazier with charcoal, and when this is burning well, add 100 g.p. 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 th& casting time is finished. Your referee will secretly determine a11 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 Roll (d20) 1-4 5-6 7-8 9-10 Familiar Sensory Powers cot, black crow excellent vision hawk very superior distance vision owl, screech night vision equals human daylight visual excellent night vision & svperior hearing ability, superior hearing toad wide angle vision weasel superior hearing & very superior olfactory 11-12 13-14 power special - see sub-table below for details no familiar available within spell range 15 16-20* *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 o 16 is rolled then the result is final. If a score of 15 is rolled, use the table below for a special familiar: ## Source Supplied Players Handbook PDF, PDF page 67. Original printed page is approximately 65 for this portion of the scan. Source column: L. === OCR source record === <pre>Level: I Range: I mile/level Duration: Special Saving Throw: Neg. Area of Effect: As spell range Components: V, S, M Casting Time: 1-24 hours 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 con 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 mogic-user determines to find a familiar, he or she must stoke up a brass brazier with charcoal, and when this is burning well, add 100 g.p. 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 th& casting time is finished. Your referee will secretly determine a11 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 Roll (d20) 1-4 5-6 7-8 9-10 Familiar Sensory Powers cot, black crow excellent vision hawk very superior distance vision owl, screech night vision equals human daylight visual excellent night vision & svperior hearing ability, superior hearing toad wide angle vision weasel superior hearing & very superior olfactory 11-12 13-14 power special - see sub-table below for details no familiar available within spell range 15 16-20* *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 o 16 is rolled then the result is final. If a score of 15 is rolled, use the table below for a special familiar:</pre> [[Category:AD&D Database]] [[Category:AD&D Spells]] [[Category:AD&D Magic-User Spells]] [[Category:AD&D Magic-User Level 1 Spells]]
Summary:
Please note that all contributions to singerhosting may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Singerhosting:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Page included on this page:
Template:AD&D Spell
(
edit
)
Search
Search
Editing
AD&D Players Handbook/Database/Spells/Magic-User/Find Familiar
Add topic