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AD&D Players Handbook/Database/Spells/Magic-User/lawful evil or neutral evil imp

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  1. lawful evil or neutral evil imp


Class Magic-User
Spell level 1
School see ADBD, MONSTER MANUAL
Reversible No
Range
Duration
Area of Effect
Components
Casting Time
Saving Throw


    1. 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.

    1. 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

[edit]
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.