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Familiar Improvements
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<blockquote data-quote="JohnSmith" data-source="post: 6356664" data-attributes="member: 6778049"><p><strong>Old Spells for Familiar Improvements from Dragon Magazine</strong></p><p></p><p>I had converted these for 3.5 from an old Dragon Mag</p><p></p><p><strong>Familiar Enhancer I to VIII</strong></p><p>Transmutation,Enchantment</p><p>Level: Sor/Wiz 2to 9</p><p>Components: V, S,M</p><p>Casting Time: 72 hours</p><p>Range: 10 ft.</p><p>Target,Effect or Area: caster’s familiar </p><p>Duration: permanent </p><p>Saving throw: none</p><p>Spell Resistance: no</p><p>This series of related enhancements are not true spells. Instead they are </p><p>special processes developed by the wizard and keyed to a type of familiar </p><p>(cat,toad, weasel,etc). </p><p>The wizard must research the process to enhance his type of familiar; </p><p>each enhancement from I to VIII,is researched as a spell of the next higher </p><p>level(familiar enhancer I is researched as a 2nd level spell,etc) according </p><p>to the DMG rules for spell research. No enhancer level can be skipped; a </p><p>familiar cannot receive familiar enhancer III until it has received familiar </p><p>enhancer II,and so on. Special familiars (imp,quasit,etc) cannot be </p><p>enhanced. For the purpose of their special powers,the spellcasting ability </p><p>of the familiar is equal to the wizard. </p><p>As the enhancement of the familiar continues,the familiar should develop a personality that seems almost human,displaying specific traits,</p><p>likes,dislikes,opinions habits and foibles (DMG 3.5table 4-24 or 2e table </p><p>70may prove useful). Its animal qualities also develop as its personality </p><p>matures. </p><p>A black cat might develop discriminating and expensive tastes in food and </p><p>creature comfort; a crow might become a collector of gaudy gemstones </p><p>and jewelry; and an otter might develop a frolicsome personality combining a short attention span for serious matters with a love for playful</p><p>pranks. The familiar takes on some of the alignment view and attitudes of</p><p>its wizard,though leaning toward the neutral alignment,a holdover from </p><p>its simple animal origin, will always remain. </p><p>The familiar may tend to become more of an independent NPC as it is </p><p>enhanced. The DM should carefully consider if relaxing the dependency on </p><p>the wizard will improve the campaign play.</p><p></p><p><strong>Familiar enhancer I</strong></p><p>Level: Sor/Wiz 2</p><p>The familiar’s intellect improves when this spell is cast, rising into the </p><p>low intelligence range of 4+1d3. The familiar can now think in the wizard’s </p><p>native tongue and can communicate in words and simple sentences with its </p><p>wizard though the empathic link they share. The familiar gains one special</p><p>power from Table I (below). Unless otherwise noted (or obvious), the </p><p>familiar spell abilities affect only the familiar.</p><p></p><p><strong>Familiar enhancer II</strong></p><p>Level: Sor/Wiz 3</p><p>The casting of this enhancer causes the familiar’s intelligence to rise into </p><p>the average range of 7+1d3. the familiar can now learn to communicate in </p><p>other languages with patient tutoring by the wizard, up to the maximum </p><p>number of languages permitted by the familiar’s intelligence. the wizard’s </p><p>native tongue, however, remains the language in which the familiar communicates with those of its own species. The acquisition of certain special</p><p>powers may enable a familiar to learn languages from someone other </p><p>than its wizard. The familiar gains one more special power with the </p><p>casting of this spell, as determined by a dice roll. </p><p>1d100Special power</p><p>01-80 One from Table I (below) </p><p>87-00 One from Table II (below)</p><p></p><p><strong>Familiar enhancer III</strong></p><p>Level: Sor/Wiz 4</p><p>The familiar’s intellect improves yet again into the very intelligent </p><p>range of intelligence of 10+1d2. The familiar can now he tutored lo read </p><p>languages as well as communicate them through the empathic link with its </p><p>wizard. The Familiar also acquires another special power as decided by </p><p>dice roll. </p><p>1d100 Special power </p><p>01-60 One from Table I </p><p>61-00 One from Table II</p><p></p><p><strong>Familiar enhancer IV</strong></p><p>Level: Sor/Wiz 5</p><p>(From familiar enhancer IV through enhancer VIII, an intelligence gain is </p><p>no longer automatic. However, one or more special powers are obtained </p><p>with each enhancer version cast, as noted.) </p><p>1d100 Special power </p><p>01-30 One from Table I </p><p>31-80 One from Table II</p><p>81-00 One from Table III</p><p></p><p><strong>Familiar enhancer V</strong></p><p>Level: Sor/Wiz 6</p><p>(From familiar enhancer IV through enhancer VIII, an intelligence gain is </p><p>no longer automatic. However, one or more special powers are obtained </p><p>with each enhancer version cast, as noted.) </p><p>1d100 Special power </p><p>01-20 Two from Table I </p><p>21-40 Two from Table II </p><p>41-80 One from Table III </p><p>81-00 One from Table IV</p><p></p><p><strong>Familiar enhancer VI</strong></p><p>Level: Sor/Wiz 7</p><p>(From familiar enhancer IV through enhancer VIII, an intelligence gain is </p><p>no longer automatic. However, one or more special powers are obtained </p><p>with each enhancer version cast, as noted.) </p><p>1d100 Special power</p><p>01-20 Two from Table II</p><p>21-50 One from Table III</p><p>51-80 One from Table IV</p><p>81-00 One from Table V</p><p></p><p><strong>Familiar enhancer VII</strong></p><p>Level: Sor/Wiz 8</p><p>(From familiar enhancer IV through enhancer VIII, an intelligence gain is </p><p>no longer automatic. However, one or more special powers are obtained </p><p>with each enhancer version cast, as noted.) </p><p>1d100 Special power</p><p>01-30 One from Table III</p><p>31-70 One from Table IV</p><p>71-00 One from Table V</p><p></p><p><strong>Familiar enhancer VIII</strong></p><p>Level: Sor/Wiz 9</p><p>(From familiar enhancer IV through enhancer VIII, an intelligence gain is </p><p>no longer automatic. However, one or more special powers are obtained </p><p>with each enhancer version cast, as noted.) </p><p>1d100 Special power</p><p>01-20 Two from Table III</p><p>21-50 One from Table IV</p><p>51-00 One from Table V</p><p></p><p><strong>Tables Description</strong></p><p></p><p>Tables I-V describe the special powers that the familiar enhancer spells </p><p>can bestow upon familiars. Spell-like powers are assumed to have the same </p><p>characteristics as the wizard spells of the same name. Where the power </p><p>mimics the effects of a spell, the familiar is treated as being equal in </p><p>experience level to its wizard when determining the range, area of effect, </p><p>duration, or other aspects of the power, unless otherwise noted. These </p><p>powers, unlike spells, are used by the familiar only; they cannot be placed </p><p>or cast upon others. Most familiar powers are limited in the number of </p><p>times per day or week they can be used, while a few are permanent </p><p>benefits usable all the time. A familiar should develop new capabilities </p><p>gradually, not in dramatic leaps in power level A familiar should not jump </p><p>suddenly from intelligence 12 to intelligence 18, but should see its intelligence rise in modest steps. </p><p>A black cat familiar should be able to speak with other felines before </p><p>learning to speak with all mammals and ultimately with all animals. Similar </p><p>powers gained in succession should not be stacked atop one another but </p><p>should supplant lesser powers. </p><p>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 </p><p>with all animals. This keeps a familiar from retaining lesser redundant </p><p>powers as its abilities progress upward. Specialist wizards can cause </p><p>problems where familiars are concerned. </p><p>Since abjurers cannot learn Transmutation spells and invokers and </p><p>necromancers can never acquire enchantment spells, one or more of </p><p>these specialists may be prevented from using spells of the familiar </p><p>enhancer series. </p><p>Diviners and invokers, prohibited from using conjuration/summoning </p><p>spells, cannot even learn find familiar: to encourage greater involvement </p><p>of familiars in play, the DM might bend the rules and exempt these spells </p><p>from the usual prohibitions, permitting any specialist the chance to boast </p><p>of having a kindly-or cruel-animal companion.</p><p>The DM can still forbid a familiar from gaining powers that too closely </p><p>resemble those from a school of magic its wizard is barred from learning. </p><p>A gnome illusionist’s ferret familiar, for instance, would never receive </p><p>any abjuration powers, in which case this ferret lacking such useful </p><p>protective powers deserves special care when the DM assigns it powers if </p><p>the animal is to survive the campaign’s many perils. Magical items, too, </p><p>can help familiars play a more active role and can protect familiars from </p><p>a hostile world, so the DM might consider adding a leg band of protection </p><p>+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 </p><p>taken to better involve familiars at all levels of play. An animal companion </p><p>that can hold its own in a grueling campaign will make for more </p><p>memorable adventures, well worth the DM’s extra work. </p><p></p><p></p><p></p><p>Tables to follow</p></blockquote><p></p>
[QUOTE="JohnSmith, post: 6356664, member: 6778049"] [b]Old Spells for Familiar Improvements from Dragon Magazine[/b] I had converted these for 3.5 from an old Dragon Mag [B]Familiar Enhancer I to VIII[/B] 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. [B]Familiar enhancer I[/B] 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. [B]Familiar enhancer II[/B] 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) [B]Familiar enhancer III[/B] 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 [B]Familiar enhancer IV[/B] 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 [B]Familiar enhancer V[/B] 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 [B]Familiar enhancer VI[/B] 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 [B]Familiar enhancer VII[/B] 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 [B]Familiar enhancer VIII[/B] 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 [B]Tables Description[/B] 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. Tables to follow [/QUOTE]
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