Old Spells for Familiar Improvements from Dragon Magazine
I had converted these for 3.5 from an old Dragon Mag
Familiar Enhancer I to VIII
Transmutation,Enchantment
Level: Sor/Wiz 2to 9
Components: V, S,M
Casting Time: 72 hours
Range: 10 ft.
Target,Effect or Area: caster’s familiar
Duration: permanent
Saving throw: none
Spell Resistance: no
This series of related enhancements are not true spells. Instead they are
special processes developed by the wizard and keyed to a type of familiar
(cat,toad, weasel,etc).
The wizard must research the process to enhance his type of familiar;
each enhancement from I to VIII,is researched as a spell of the next higher
level(familiar enhancer I is researched as a 2nd level spell,etc) according
to the DMG rules for spell research. No enhancer level can be skipped; a
familiar cannot receive familiar enhancer III until it has received familiar
enhancer II,and so on. Special familiars (imp,quasit,etc) cannot be
enhanced. For the purpose of their special powers,the spellcasting ability
of the familiar is equal to the wizard.
As the enhancement of the familiar continues,the familiar should develop a personality that seems almost human,displaying specific traits,
likes,dislikes,opinions habits and foibles (DMG 3.5table 4-24 or 2e table
70may prove useful). Its animal qualities also develop as its personality
matures.
A black cat might develop discriminating and expensive tastes in food and
creature comfort; 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 takes on some of the alignment view and attitudes of
its wizard,though leaning toward the neutral alignment,a holdover from
its simple animal origin, will always remain.
The familiar may tend to become more of an independent NPC as it is
enhanced. The DM should carefully consider if relaxing the dependency on
the wizard will improve the campaign play.
Familiar enhancer I
Level: Sor/Wiz 2
The familiar’s intellect improves when this spell is cast, rising into the
low intelligence range of 4+1d3. The familiar can now think in the wizard’s
native tongue and can communicate in words and simple sentences with its
wizard though the empathic link they share. The familiar gains one special
power from Table I (below). Unless otherwise noted (or obvious), the
familiar spell abilities affect only the familiar.
Familiar enhancer II
Level: Sor/Wiz 3
The casting of this enhancer causes the familiar’s intelligence to rise into
the average range of 7+1d3. 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 wizard’s
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.
1d100Special power
01-80 One from Table I (below)
87-00 One from Table II (below)
Familiar enhancer III
Level: Sor/Wiz 4
The familiar’s intellect improves yet again into the very intelligent
range of intelligence of 10+1d2. The familiar can now he tutored lo 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
Familiar enhancer IV
Level: Sor/Wiz 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
Familiar enhancer V
Level: Sor/Wiz 6
(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
01-20 Two from Table I
21-40 Two from Table II
41-80 One from Table III
81-00 One from Table IV
Familiar enhancer VI
Level: Sor/Wiz 7
(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
01-20 Two from Table II
21-50 One from Table III
51-80 One from Table IV
81-00 One from Table V
Familiar enhancer VII
Level: Sor/Wiz 8
(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 III
31-70 One from Table IV
71-00 One from Table V
Familiar enhancer VIII
Level: Sor/Wiz 9
(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
01-20 Two from Table III
21-50 One from Table IV
51-00 One from Table V
Tables Description
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 should not 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 should not 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 Transmutation 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.
[Further information on familiars can be found in the following articles:
“A Cast of Strange Familiars,” in DRAGON issue #84 (minor correction
appears in issue #85, page 4); “Familiars with a Special Use,” in issue #86;
“Dragons are Wizards ’Best Friends,” in issue #146; and “Getting Familiar,”
in issue #l47.]
Tables to follow