Familiar Enhancer series
Conjuration/Summoning, Evocation
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| Level: | 2nd-9th |
| Casting Time: | 72 hours |
| Range: | 10 foot |
| Saving Throw: | none |
| Area of Effect: | caster's familiar |
| Components: | V,S,M |
| Duration: | permanent |
The spells in this series alter the caster's familiar, granting certain special
abilities. When the wizard is ready to cast one of these spells, the wizard and familiar
must go into seclusion together for 72 hours, and stay within 10 foot of each other for
this time or the spell fails. The material component of these spells is a gem-encrusted
statuette of the familiar made of solid gold; this statuette costs 1000 gp per level of
the spell, and is consumed in the casting. Once the spell is cast, both the caster and
familiar must rest an additional 72 hours to recover from the strain inflicted by these
magicks.
Once a particular version of Familiar Enhancer series is cast, the same spell can never
again be memorized and cast by the wizard. If the spellcasting is interrupted, for
whatever reason, the spell is ruined and may not be cast again. Only the power of a
Wish may allow a wizard to re-use a particular Familiar Enhancer a second time. These
spells must be cast in successive order; if any one is cast out of order, the last
casted will not take effect, and cannot be rememorized by the caster.
Familiar Enhancer I Level 2
With the casting of the first Enhancer, the bond between familiar and caster grows
stronger. The familiar's intellect rises into the low Int range of 4 +(1d3). The
familiar can now think in the wizard's native tongue and communicate through the empathic
link with words and simple sentences. The familiar develops a personality that seems
almost human in character, possessing specific traits, likes, dislikes, opinions,
habits, and such (DMG, pgs 114-5 could help the DM determine personality traits). The
general animal qualities of the familiar's species are not lost, but often expanded upon
as the familiar's personality matures. For example, a black cat familiar might grow into
a sensualist with discriminating and expensive tastes for food and other comforts, while
a crow might become a collector of gaudy gemstones with a short attention span for serious
matters. The familiar also takes on the alignment view and attitude of it's wizard, but
not to as strong a degree; a familiar will always retain a leaning towards the true
neutral alignment of its animal origin.
Finally, the familiar gains one special power from Table I.
Familiar Enhancer II Level 3
The casting of this Enhancer causes the familiar's Int to rise to the average range of
7 +(1d3). The familiar can now learn to communicate in other languages with patient
tutoring by it's wizard, up to the maximum number of languages allowed by its Int. The
familiar gains one more special power, 80% chance to be from Table I, 20% from Table II.
Familiar Enhancer III Level 4
The familiar's Int rises yet again, improving to the very intelligent range of
10 +(1d2). The familiar can now be taught to read languages, allowing the familiar to
learn outside of it's wizards tutoring. The familiar gains another special power; 60%
for Table I, 40% from Table II.
Familiar Enhancer IV Level 5
From Familiar Enhancer IV to VIII, an intelligence gain is no longer automatic
(but possibly gained as a special ability). Another special power is gained, 30% from
Table I, 50% from Table II, 20% from Table III.
Familiar Enhancer V Level 6
20% chance for two from Table I, 20% for two from Table II, 40% from Table III, 20%
from Table IV.
Familiar Enhancer VI Level 7
20% for two from Table II, 30% from Table III, 30% from Table IV, 20% from Table V.
Familiar Enhancer VII Level 8
30% from Table III, 40% from Table IV, 30% from Table V
Familiar Enhancer VIII Level 9
20% for two from Table III, 30% from Table IV, 50% from Table V.
Unless otherwise noted, the spell-like abilities gained function at the level of the
familiar's wizard with regards to range, area of effect, duration, and such. The DM is
free to add, remove, or otherwise change powers from the following tables.
Table I
- The familiar can summon and control one glowing sphere of light, as per Dancing
Lights. Usable twice per day, each use having a duration of two rounds/level
- Detect magic twice per day
- Feather Fall twice per day
- Jump thrice per day, with a duration of one round each
- Pass Without Trace once per day, with a duration of five rounds/level
- Protection From Evil/Good once per day, lasting two rounds/level
- Speak With Animals twice per day, provided the animal is of the same general biological
family as the familiar; a black cat could speak to any feline, etc.
- Unseen Servant once per day, with a duration of three turns plus one turn/level.
- The familiar can detect one type of metal, mineral, vegetable, or other substances,
such as gold, iron, coal, catnip, wild berries, etc. The range is 30', may be used three
times per day, and lasts one turn.
- Armor upon itself, once per week
- Spider Climb once per day
Table II
- Blur once per day
- Change Self once per day. It must retain its essential animal form, and stay within
25% of its original size.
- Comprehend Languages once per day. The familiar cannot use this power to read written
languages unless it possesses an Int of 10 or greater
- Detect Good/Evil once per day
- Detect Invisibility once per day
- Grease once per day
- Protection From Cantrips once per day, with a maximum duration of 24 hours
- Speak With Animals of the same biological class twice per day. A cat could speak to
any mammal, etc
- The familiar can identify true north with a 95% accuracy
- The familiar can blend with its surroundings as a Ring of Chameleon Power. Usable
twice per day, with a duration of two rounds/level
- Shatter once per day
Table III
- Alter Self into any other animal allowed as a familiar, once per day
- The familiar can Charm animals (as per Charm Person or Mammal) once per week, provided
the animal is of the same biological family. Up to 1 HD of animals/two levels can be
Charmed, lasting one turn/level
- Fly by sprouting wings from its back. If already flight-worthy, its speed increases
to 150% normal
- Invisibility once per day
- Knock twice per day
- Mirror Images once per day
- Speak With Animals of nonmagical varieties thrice per day
- Water Breathing once per week
- The familiar can locate any hostile presence as per a Wand of Enemy Detection. Usable
once per day, lasting one turn
- The familiar can detect traps as per a Wand of Secret Door or Trap Detection, twice
per day for one round per use
- The familiar's Int is permanently raised into the highly intelligent range of
12 +(1d2)
- The familiar permanently gains the ability to speak in a normal human voice,
conversing in any language known
- Taunt twice per day
Table IV
- Blink once per day
- Charm animals of the same biological class; a ferret could Charm any mammal, etc.
See the table II version for more info
- Delude others regarding it's alignment once per day. Animals are used as the assumed
alignment
- Hold Animal against creatures of the same general family as the familiar, usable once
per day
- Item once per week; the Itemed object returns to true form if touched by anyone other
than the familiar
- Protection From Normal Missiles once per week
- Summon creatures of the same species (as per Monster Summoning I) once per week, one
creature per two levels
- Tongues once per day (if the familiar can speak)
- Wraithform once per day
- Glibness (as per a Potion of Glibness) once per week, one round/level, if capable of
speech
- The familiar's Int rises to the exceptionally intelligent range of 14 +(1d2), with a
Wis 15
- The familiar can Polymorph into a normal human or demihuman; only one form possible,
decided at time of gaining this ability. The familiar retains current hp and Int, but
loses enhanced senses, MR, better AC than 10, etc. Usable once per day, lasting two
turns per level
Table V
- Charm any nonmagical animal, up to 1 HD/two level. Usable once per week, lasting
two turns per level
- Dimension Door itself and up to 200 lbs in the familiar's grasp, usable once per
week
- Hold Animal against animals of the same biological class once per day
- Improved Invisibility once per day
- Stoneskin once per month
- Summon animals of the same general family. No more than 1d6 animals will answer the
Summons, and each can possess no more than 3 HD
- Telekinesis once per day. Weight restriction of 25 lbs, and MR of 10' per round.
The familiar cannot expend all the power in a single round as a wizard can
- Persuasiveness (as per a Philter of Persuasiveness) once per day, lasting one round
per level, if capable of speech
- The familiar attains a genius level intelligence equal to Int 16 +(1d2), and a Wis
of 16
- Polymorph into any animal of the same general family. The familiar gains the actual
AC, MR, and attack routine of the assumed form. The size of the animal cannot exceed
roughly ten times that of the familiar; a 15 lb cat could become a 150 lb leopard, but
not a 600 lb tiger. The familiar retains its hp, attack rolls, saving throws, and mental
abilities. Only nonmagical species can be Polymorphed into. Usable once per week,
lasting one turn per level
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