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:
a score of 15 is rolled, use the table below for a special familiar:
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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