1d100 Special Power
01-05 The familiar can call into existence and control one glowing sphere of light, as described under the spell dancing lights. This power can be used 2x per day, each use having a duration of 2 rounds per level of the familiar’s wizard.
06-20 The familiar can detect magic twice per day. While the familiar can judge the intensity of magic detected, it cannot discern the type of magic noted, as familiars are generally unschooled in the many varieties of magic.
21-25 The familiar can use feather fall twice per day
26-30 The familiar can jump up to three times per day. Each jump has a duration of only one round
31-40 The familiar can pass without trace once per day, with a duration of five rounds per level of the familiar’s wizard.
41-60
The familiar can use protection
from evil on itself if the familiar’s wizard is not evil in alignment, or
protection from good if it’s wizard is evil. This power can be used once per day with a duration
of two rounds per level of the familiar’s wizard.
61-75 The familiar can speak with animals
(as per the priest spell) twice per day, provided that the animal spoken with
is of the same general family as the familiar. A black cat could speak with any
feline, an owl or hawk could speak with any bird of prey, a toad could chat
with any other toadlike amphibian, and so on. (I know this stretches true
taxonomic classification, but let’s not nit-pick.) The familiar can question
and gain answers from an animal spoken with, but it cannot obtain a favor or
exact some service, because this power confers no magical influence over the
animal.
76-80 The familiar can spider climb once
per day.
81-95 The familiar can call upon the aid
of an unseen servant. An unseen servant can be summoned no more than once each
day and will serve the familiar for up to three turns plus one turn per level
of the familiar’s wizard.
96-100 The familiar can detect one type of
metal, mineral, vegetable, or other substance, such as gold, iron, coal,
diamond, catnip, wild berries, or eucalyptus (as the DM chooses). The familiar
detects the substance if it is within a 30. radius of
the familiar. This power can be used
three times per day, with each use lasting one turn. At the DM’s option, the
familiar may develop an obsessive interest in the given substance. The familiar
may desire to collect the substance to the exclusion of other materials or
forms of wealth, and may search for the substance it covets at inopportune
times.
1d100 Special Power
01-10 The familiar can use blur on itself
once per day
11-20 The familiar can affect its
appearance in a way similar to the spell change self. The familiar can change its appearance with
regard to its fur, feather, or skin color, can mold body features in subtle
ways, or can alter its size by up to 25%, but it must retain its own essential
animal form. A black cat familiar might make itself look like a smaller Siamese
cat or a larger wild cat. A screech owl
might conceal its species by changing the color of its feathers or the shape of
its head. A weasel might give itself snow-white fur to blend in with a winter
environment or dark fur to be less conspicuous at night. This power can be used
once per day.
21-25 The familiar can use comprehend
languages once per day. This power does not permit the familiar to read a
written message unless the familiar has at least an intelligence of 10.
26-35 The familiar can detect evil once
per day
36-45 The familiar can detect
invisibility once each day
46-50 The familiar can grease a surface
once per day.
51-60 The familiar can use the power of
protection from cantrips on itself once per day, with a maximum duration of 24
hours.
61-75 The familiar can speak with animals
of the same biological class as the familiar twice per day. A cat or weasel
familiar could speak with any mammal, a toad with any amphibian, a hawk or owl
with any bird, or a snake with any reptile. This power, again, confers no
magical influence over the behavior of the animal spoken with.
76-80 The familiar gains the power to
detect all concealed or secret doors within a 10-yard radius about the familiar
for a period of one round, similar in function to the wand of secret door and
trap location except that traps cannot be located. The familiar can use this
power twice per day.
81-85 The familiar becomes endowed with a
keen sense of direction, enabling it to identify true north with a 90% chance
of accuracy. This power can be used any
number of times. If the familiar incorrectly identifies south, east, or west as
.north. (roll 1d6 to find the wrongly identified direction: 1-2 = south, 3-4 =
east, 5-6 = west) on a failed 1d100 roll even once, the familiar will continue
to identify the wrong direction as .north. for the
rest of the day.
86-100 The familiar becomes able to blend
in with its surroundings with a 90% chance of success as if the familiar were
wearing a ring of chameleon power. The familiar, however, is unable to mimic
the appearance of another living creature as detailed under the ring’s second
function. This ability can be used once per day with a duration of two rounds
per level of the familiar .s wizard.
1d100 Special Power
01-10 Once per-day, the familiar can
change its appearance in a manner similar to the effect of the spell alter self. The familiar can assume the form of only
those animals the DM permits to become familiars in the campaign. A crow
familiar might choose to appear as a cat, owl, or toad, but not as a minimal,
hyena, or imp if the DM forbids these creatures from becoming familiars
11-20 The familiar can charm animals (as
described under the priest spell, charm person or mammal) once per week,
provided the animal to be swayed is of the same general family as the familiar.
A black cat familiar could charm a fellow
feline but not a canine or rodent. Up to 1 HD of animals for every two levels
of the familiar’s wizard can be charmed, so a
hawk familiar to a 10th-level wizard could affect up to 5 HD of birds of prey.
The charmed animals will be under the familiar’s influence for one turn per
level of the
familiar’s wizard.
21-25 Once per day, the familiar can fly
by sprouting a pair of wings from its back, gaining all the flight capabilities
bestowed by the spell. If the familiar could already fly, its speed is
increased by half again as much; thus, SPD 12 becomes SPD 18, SPD 18 becomes
SPD 27, SPD 24 becomes SPD 36, etc
26-40 The familiar can either use the
power of invisibility on itself (50%) or use knock (50%), once per day
41-50 The familiar can create mirror
images of itself once per day.
51-65 The familiar can speak with animals
of any nonmagical species up to three times each day
66-70 The familiar can use the power of
water breathing on itself once per week
71-80 The familiar can locate the
presence of any hostile creature within a 30-yard radius, similar to the
function of a wand of enemy detection. This sense can be employed once per day
with a duration of one turn.
81-85 Twice per day for a duration of one round per use, the familiar can detect any
traps. but not secret or concealed doors within a
10-yard radius sphere, comparable to the second function of a wand of secret
door and trap location.
86-95 The familiar’s intellect is
permanently raised into the highly intelligent range of intelligence of 12 +
(1-2).
96-100 The familiar permanently acquires
the ability to speak in a normal human voice and can converse in any language
that the familiar knows
1d100 Special Power
01-10 The familiar can blink once per
day.
11-20 The familiar can charm animals of
the same biological class as the familiar, as described under the charm power
in Table III. A toad familiar to a
14th-level mage could charm up to 7 HD of fellow amphibian creatures, while a
weasel familiar could charm mammals. This power can be used once per week with a duration of two turns per level of the familiar’s wizard.
21-25 The familiar can delude others
regarding its alignment once per day. The new alignment assumed by the familiar
can even come from a creature of animal intelligence, so the familiar could
assume the neutral alignment of a common animal and conceal its status as a
familiar.
26-35 Once per day, the familiar can use
hold animal against creatures of the same general family as the familiar itself
(as detailed under the priest spell). A cat familiar could hold a pair of lions
with this power, and a snake familiar could keep immobile 1-4 boa constrictors
or cobras.
36-45 The familiar can use item once per
week. Only inanimate, nonliving matter can be affected with this power. The
familiar cannot alter an object in the possession of another, nor can another
creature carry an object that was shrunk by the familiar (the spell is
dispelled if the object is touched). The sole use for this power is to enable
the familiar to carry an object normally too large for the familiar’s size and
strength.
46-55 The familiar can use protection
from normal missiles on itself once per week.
56-65 Once per week, the familiar can
summon animals of the same species as the familiar, similar in effect to the
spell monster summoning I. Up to one such animal for every two levels of the
familiar’s wizard will appear.
66-70 The familiar can use the power of
tongues once per day, assuming the familiar is capable of human speech; if not,
reroll this ability
71-80 The familiar can attain wraith form
once per week.
81-85 If the familiar is capable of human
speech, it can use the gift of glibness as described under the potion of
glibness. This power can be used once per week with a
duration of one round for every level of the familiar’s wizard. If the
familiar is not capable of human speech, reroll this ability.
86-95 The familiar’s intellect rises into
the exceptionally intelligent range with an intelligence of 14 + (1-2). The
familiar is also treated as if having a wisdom of 15,
so the familiar receives a +1 bonus to saving throws vs. magical attacks that
affect the familiar .s mind.
96-100 The familiar gains the power to
polymorph itself into a human or demihuman form. Only one such form can be
assumed by the familiar, and the DM must decide the details of the familiar’s
humanlike appearance (e.g., race, sex, height, weight, hair type, eye color,
apparent age, distinguishing features) when this power is bestowed. The
familiar retains its current hit-point total and innate intelligence when it
polymorphs, but is otherwise treated as a normal person with AC 10, a base land
movement rate normal for that race, and average values in all other
characteristics. After assuming the form of a person, the familiar loses all
the special abilities and sensory powers of its animal form, such as the hawk’s
power of flight or the toad’s wide-angle vision. Because its
enhanced senses are lost when in the form of a person, the familiar no longer
grants its wizard the +1 bonus to surprise die rolls. The familiar can change
into humanlike form once per day and can maintain this form for two turns per
level of the familiar’s wizard.
1d100 Special Power
01-10 The familiar can charm any normal,
nonmagical animal of any biological class. Up to 1 HD of animals can be charmed
for every two levels of the familiar’s wizard. This power can be used once per
week and remains in effect for two turns per level of the familiar’s wizard
11-20 The familiar can use the power to
dimension door once per week. Up to 200 lbs. of living or nonliving matter in
the familiar’s grip (claws, mouth, etc.) can be transported along with it.
21-35 Once per day, the familiar can use
hold animal against creatures of the same biological class as the familiar (as
per the priest spell, hold animal).
36-45 The familiar can attain a state of
improved invisibility once per day.
46-55 The familiar can use stoneskin once
per month.
56-70 Once per week, the familiar can
summon animals of the same general family as the familiar, in a fashion similar
to the monster summoning spells. No more than 1d6 animals will arrive to serve
the familiar, and each animal can possess no more than 3 HD. A black cat
familiar could summon cheetahs, for example, but not tigers.
71-75 Once per day, the familiar can use
a limited form of telekinesis. The familiar can move a weight of up to 25 lbs.
at a rate of 10. per round for the duration of this
power (as per the spell). The familiar can telekinetically manipulate an object
such as a rope, lever, or key, as well. The familiar, however, can never expend
all the power’s energy in a single round as wizards can.
76-80 The familiar, if capable of speech,
gains vocal powers similar to those conferred by the philter of persuasiveness.
The familiar receives a +5 bonus to reaction rolls (assume the familiar has a
charisma of 11 for such rolls). The familiar can also make one suggestion when
this power is in effect. This power can be called upon once per day with a duration of one round per level of the familiar’s wizard.
If the familiar is not capable of speech, reroll this ability.
81-90 The familiar attains a genius-level
intellect of intelligence 16 + (1-2). The familiar is also handled as if
possessing a wisdom of 16, giving the familiar a +2
saving throw bonus vs. magical attacks affecting the mind.
91-100 The familiar can polymorph itself
into an animal of the same general family as the familiar. The familiar gains
the natural armor class of the new form, along with the form’s physical
movement rate and attack routine. The size of the animal form assumed cannot
exceed roughly 10 times the weight of the familiar’s normal form. A 15-lb.
black cat could assume the form of, say, a 150-lb. leopard, but not that of a
600-lb. tiger. The familiar retains its own hit points,
attack rolls, saving throws, and mental abilities in its new form, but
cannot use any familiar special power that is not a permanent endowment usable
all the time. Only the form of a natural animal can be assumed, not that of an
unnatural monster. No more than one animal form can be assumed for each use of
this power. This power can be employed once per week with a
duration of one turn per level of the familiar’s wizard.
Familiar enhancer I-VIII
(Alteration, Enchantment)
Level: 2-9
Range: 10.
Components: V,S,M
Duration: Permanent
Casting Time: 72 hours
Area of Effect: The caster’s
familiar
Saving Throw: None
The spells in this series each vary
in effect and the cost of the chief material component with increasing spell
level, but they remain similar in all other respects. When a wizard is ready to cast one of these
spells, the wizard and familiar must go into-seclusion together for 72
hours. They must stay within 10. of each other throughout this time or the spell will be
ruined.
The wizard must first light a
brazier and use it to periodically burn herbs, gums, and spices throughout the
spell’s duration. In addition, the
wizard must keep near his person a gem-encrusted statuette of solid gold
depicting the familiar. The value of this statuette is 1,000 gp multiplied by
the spell level; thus, the statuette for the second-level familiar enhancer I
spell costs 2,000 gp, while the material component for the ninth-level version
costs 9,000 gp. The statuette is
repeatedly anointed with heated oils containing a bit of the fur, feathers,
skin, or claws of the familiar. After
the spell is cast, the familiar and wizard must both rest
for an additional 72 hours to recover from the strain inflicted by the
spell-casting.
Once a particular version in the
familiar enhancer series is cast, the same spell can never again be memorized
and cast by the wizard. If a familiar enhancer is ruined during its casting,
the same spell version
cannot be memorized and cast again. Only
the power of a full wish can enable a wizard to use the same enhancer spell a
second time if the first casting was spoiled.
The familiar enhancer spells must
be cast in successive order from the second-level version to the ninth-level
spell. Thus, familiar enhancer III cannot be cast before familiar enhancer II
has been cast. If any familiar enhancer version is cast out of order or an
enhancer in the series is skipped over, then the most recently cast enhancer
will not take effect. Again, the same enhancer version cannot be memorized a
second time without the aid of a wish
When a familiar enhancer is cast,
the familiar receives one or more special benefits or abilities specified in
the spell description or generated from one of five tables of magical powers.
The eight versions in the enhancer series are described here, followed by the
five tables of powers.
Level: 2
With the casting of this first
enhancer, the bond between familiar and wizard grows stronger. The familiar’s intellect
improves when this spell is cast, rising into the low intelligence range of 4 +
(1-3). The familiar can
now think in the wizards native tongue and can communicate in
words and simple sentences with its wizard through the empathic link they
share.
The familiar develops a personality
that seems almost human or demihuman in character, possessing specific traits,
likes, dislikes, opinions, habits, and foibles. Table 70 on pages 114-115 of
the 2nd Edition
Dungeon Masters Guide can prove
helpful when the DM needs to detail the characteristics of an NPC familiar.
The general animal qualities of the
familiar .s species are not lost, however, but are expanded upon as the
familiar’s personality matures. A black cat familiar might grow into a
sensualist with discriminating and expensive tastes in food and creature
comforts, a crow might become a collector of gaudy gemstones and jewelry, and
an otter might develop a frolicsome personality combining a short attention
span for serious matters with a love for playful pranks.
The familiar also takes on the
alignment view and attitudes of its wizard, but not to as strong a degree. A
familiar will always retain a leaning toward the true-neutral alignment as a
holdover from its simple animal origin. If the wizard should sometime undergo a
radical alignment change, such as from neutral good to neutral evil, then the
familiar for its own safety could be compelled to forsake its wizard. Protected
by the wizards original deity, the familiar does not
suffer the loss of hit points or any special abilities while it remains
separated from its wizard until the crisis passes. The changed wizard, of
course, loses all special benefits bestowed by the familiar’s presence until
the familiar returns.
Finally, the familiar gains one
special power from Table I.
Level: 3
The casting of this enhancer causes
the familiar’s intelligence to rise into the average range of 7 + (1-3). The familiar can now
learn to communicate in other languages with patient tutoring by the wizard, up
to the maximum number of languages
permitted by the familiar’s intelligence. The wizards
native tongue, however, remains the language in which the familiar communicates
with those of its own species. The acquisition of certain special powers may
enable a familiar to learn languages from someone other than its wizard.
The familiar gains one more special
power with the casting of this spell, as determined by a dice roll.
1d100 Special power
01-80 One from Table I
81-00 One from Table II
Level: 4
The familiar’s intellect improves
yet again into the very intelligent range of intelligence of 10 + (1-2). The familiar can now
be tutored to read languages as well as communicate them through the empathic
link with its wizard.
The familiar also acquires another
special power as decided by dice roll.
1d100 Special power
01-60 One from Table I
61-00 One from Table II
Level: 5
From familiar enhancer IV through
enhancer VIII, an intelligence gain is no longer automatic. However, one or
more special powers are obtained with each enhancer version cast, as noted.
1d100 Special power
01-30 One from Table I
31-80 One from Table II
81-00 One from Table III
Level: 6
1d100 Special power
01-20 Two from Table I
21-40 Two from Table II
41-80 One from Table III
81-00 One from Table IV
Level: 7
1d100 Special power
01-20 Two from Table II
21-50 One from Table III
51-80 One from Table IV
81-00 One from Table V
Level: 8
1d100 Special power
01-30 One from Table III
31-70 One from Table IV
71-00 One from Table V
Level: 9
1d100 Special power
01-20 Two from Table III
21-50 One from Table IV
51-00 One from Table V
Tables I-V describe the special powers
that the familiar enhancer spells can bestow upon familiars. Spell- like powers
are assumed to have the same characteristics as the wizard spells of the same
name. Where the power mimics the effects
of a spell, the familiar is treated as being equal in experience level to its
wizard when determining the range, area of effect, duration, or other aspects
of the power, unless otherwise noted. These powers, unlike spells, are used by
the familiar only; they cannot be placed or cast upon others. Most familiar powers are limited in the
number of times per day or week they can be used, while a few are permanent
benefits usable all the time.
A familiar should develop new
capabilities gradually, not in dramatic leaps in power level. A familiar
shouldn’t jump suddenly from intelligence 12 to intelligence 18, but should see
its intelligence rise in modest steps. A black cat familiar should be able to
speak with other felines before learning to speak with all mammals and ultimately with all
animals. Similar powers gained in
succession shouldn’t be stacked atop one another, but should supplant lesser
powers. The black cat’s ability to speak with other felines is
replaced by the ability to speak with
mammals, which is in turn replaced by the power to speak with all animals. This
keeps a familiar from retaining lesser redundant powers as its abilities
progress upward.
Specialist wizards can cause
problems where familiars are concerned. Since abjurers cannot learn alteration
spells and invokers and necromancers can never acquire enchantment spells, one
or more of these
specialists may be prevented from using spells of the familiar enhancer series. Diviners and invokers, prohibited from
using conjuration/summoning spells, cannot even learn find familiar. To encourage greater involvement of familiars
in play, the DM might bend the rules and exempt these spells from the usual
prohibitions, permitting any specialist the chance to boast of having a
kindly-or cruel-animal companion.
The DM can still forbid a familiar from gaining powers that too closely resemble those from a school of magic its wizard is barred from learning. A gnome illusionist’s ferret familiar, for instance, would never receive any abjuration powers, in which case this ferret lacking such useful protective powers deserves special care when the DM assigns it powers if the animal is to survive the campaign’s many perils. Magical items, too, can help familiars play a more active role and can protect familiars from a hostile world, so the DM might consider adding a leg band of protection +2, a falcon hood of regeneration, or a collar bell of opening to an adventure’s treasure hoard. The DM should review what special steps can be taken to better involve familiars at all levels of play. An animal companion that can hold its own in a grueling campaign will make for more memorable adventures, well worth the DM's extra work.