Joshua Randall
Legend
Back to the gamebook.
Fresh off learning the Light spell, we return to our room for another lengthy study session.
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16, redux
A die roll of 6 sends us to (4) to learn Find Familiar.
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4
Uncle Beldon teaches the Find Familiar class personally. That's because it is "the most powerful and costly incantation listed in the catalog." Everyone who's anyone is taking this class, including our rival Arno.
We ask Beldon if Find Familiar "always" lets a wizard summon "his" magical assistant. Well that's a dumb question. It's called Find Familiar, not Summon Familiar. See, a summon spell brings a creature from another plane -- wait, sorry; wrong edition.
Beldon explains that "unless a more powerful force has control of your particular familiar, the spell will work." However, it's a costly spell [one hundred whole gold pieces! which is less than a minute of work for our magic pouch] and can only be cast once a year. Apparently it's also dangerous if miscast. For those reasons, we aren't actually allowed to cast Find Familiar until we leave the college.
Everyone is disappointed, but Beldon stands firm. We will prepare as if we were to cast the spell, but we won't make the actual movements. Also we will only chant for a few hours instead of all night.
Beldon prepares a huge brass brazier [must… resist… 15-year-old boy… joke… GAH, failed my resistance test] along with fifty pounds of charcoal (!), "several sacks" of herbs, and "rare Tikandian incense."
Beldon asks the class how to begin.
We raise our hand. So does Arno. He smirks at us and lowers his hand.
We make an INT test to answer Beldon's question.
(212) if 23 or higher
(237) if less
This INT test is not a gimme: at a maximum starting INT 16, we need at least a 7 to hit the 23 to learn the spell.
We call our shot like Babe Ruth and get 23 exactly. Turn to (212).
Fresh off learning the Light spell, we return to our room for another lengthy study session.
---
16, redux
A die roll of 6 sends us to (4) to learn Find Familiar.
---
4
Uncle Beldon teaches the Find Familiar class personally. That's because it is "the most powerful and costly incantation listed in the catalog." Everyone who's anyone is taking this class, including our rival Arno.
We ask Beldon if Find Familiar "always" lets a wizard summon "his" magical assistant. Well that's a dumb question. It's called Find Familiar, not Summon Familiar. See, a summon spell brings a creature from another plane -- wait, sorry; wrong edition.
Beldon explains that "unless a more powerful force has control of your particular familiar, the spell will work." However, it's a costly spell [one hundred whole gold pieces! which is less than a minute of work for our magic pouch] and can only be cast once a year. Apparently it's also dangerous if miscast. For those reasons, we aren't actually allowed to cast Find Familiar until we leave the college.
Everyone is disappointed, but Beldon stands firm. We will prepare as if we were to cast the spell, but we won't make the actual movements. Also we will only chant for a few hours instead of all night.
Beldon prepares a huge brass brazier [must… resist… 15-year-old boy… joke… GAH, failed my resistance test] along with fifty pounds of charcoal (!), "several sacks" of herbs, and "rare Tikandian incense."
Beldon asks the class how to begin.
We raise our hand. So does Arno. He smirks at us and lowers his hand.
We make an INT test to answer Beldon's question.
(212) if 23 or higher
(237) if less
This INT test is not a gimme: at a maximum starting INT 16, we need at least a 7 to hit the 23 to learn the spell.
We call our shot like Babe Ruth and get 23 exactly. Turn to (212).