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Monday 15 February 2016

http://pandaria.rpgworlds.info/cant/rules/adnd_spells.htm#Find%20Familiar

Familiarhttp://pandaria.rpgworlds.info/cant/rules/adnd_spells.htm#Find%20Familiar




        
Find Familiar (Conjuration/Summoning)
Level: 1     Components: V, S, M    Range: 1 mile/level     Casting Time: 1-24 hours    Duration: 1 turn/level     Saving Throw: Neg.    Area of Effect: As spell range
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 can 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 magic-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, savoury, 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 the casting time is finished. Your referee will secretly determine all 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) Familiar Sensory Powers
1-4  cat, black excellent night vision & superior hearing
5-6 crow excellent vision
7-8 hawk  very superior distance vision
9-10 owl, screech  night vision equals human daylight visual ability, superior hearing
11-12 toad  wide angle vision
13-14 weasel  superior hearing & very superior olfactory power
15 special - see sub-table below for details
16-20*  no familiar available within spell range
* 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 a 16 is rolled then the result is final. 
If a score of 15 is rolled, use the table below for a special familiar: 


a score of 15 is rolled, use the table below for a special familiar: 
 
Alignment of Magic-User Result of Special Familiar
chaotic evil or neutral chaotic quasit (see AD&D, MONSTER MANUAL)
chaotic good, neutral, or neutral good pseudo-dragon (see AD&D, MONSTER MANUAL)
lawful neutral or lawful good  brownie (see AD&D. MONSTER MANUAL)
lawful evil or neutral evil imp (see AD&D, MONSTER MANUAL)   
Normal familiars have 2-4 hit points and armour 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 are given in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL for all except 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) and the advantage of never being surprised, as well as +2 on all saving 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.

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