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AD&D Players Handbook/Database/Spells/Magic-User/lawful evil or neutral evil imp
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# lawful evil or neutral evil imp {{AD&D Spell |class=Magic-User |level=1 |school=see ADBD, MONSTER MANUAL |reversible=No |range= |duration= |area= |components= |casting_time= |saving_throw= }} ## Description Normal familiars hove 2-4 hit points and armor class of 7 (due to size, speed, etc.). Each is abnormally intelligent and totally faithful to the magic-user whose familiar it becomes. The number of the familiar's hit points is added to the hit point total of the magic-user when it is within 12" of its master, but if the familiar should ever be killed, the magic-user will permanently lose double that number of hit points. If a special familiar is indicated, details of the powers it conveys ore given in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL for all ex- cept the brownie. This creature becomes a friend and companion to the magic-user, and he or she will gain dexterity equal to the brownie's (18) andthe advantage of never being surprised, as well as +2 on all soving throws. Note that special familiars are entitled to a saving throw versus magic when summoned by the spell, and if they succeed, they will ignore the spell, and NO familiar will be available that year to the caster. A familiar will fight for the life of the magic-user it serves only in a life- and-death situation, and imps and quasits will be 90% likely not to do so at the risk of their own life. ## Source Supplied Players Handbook PDF, PDF page 67. Original printed page is approximately 65 for this portion of the scan. Source column: R. === OCR source record === <pre>Normal familiars hove 2-4 hit points and armor class of 7 (due to size, speed, etc.). Each is abnormally intelligent and totally faithful to the magic-user whose familiar it becomes. The number of the familiar's hit points is added to the hit point total of the magic-user when it is within 12" of its master, but if the familiar should ever be killed, the magic-user will permanently lose double that number of hit points. If a special familiar is indicated, details of the powers it conveys ore given in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL for all ex- cept the brownie. This creature becomes a friend and companion to the magic-user, and he or she will gain dexterity equal to the brownie's (18) andthe advantage of never being surprised, as well as +2 on all soving throws. Note that special familiars are entitled to a saving throw versus magic when summoned by the spell, and if they succeed, they will ignore the spell, and NO familiar will be available that year to the caster. A familiar will fight for the life of the magic-user it serves only in a life- and-death situation, and imps and quasits will be 90% likely not to do so at the risk of their own life.</pre> [[Category:AD&D Database]] [[Category:AD&D Spells]] [[Category:AD&D Magic-User Spells]] [[Category:AD&D Magic-User Level 1 Spells]]
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