jrrt@mtuxo.UUCP (r.mitchell) (05/25/85)
The discussion on familiars prompts me to excerpt a spell I allow witches in my campaign to use. It's a first level spell with purely verbal components, and has a half-hour casting time, during which the witch must be alone and in a moderately non-urban and temperate area. Comments are welcome, and you may use anything you like from the spell, although I'd like to get some credit if you do. Speaking of credit, THE DRAGON, before it changed its name to merely DRAGON, had several good articles about witches in early issues. One article in particular served as the genesis for the following spell: CALL FAMILIAR: The witch's familiar is very important to her, serving as scout, protector, and companion. The familiar is extremely loyal to the witch and will gladly fight for her. A witch may communicate telepathically with her familiar and use its senses at a range of 12"+4"/witch's level in the dungeon or one-quarter mile/witch's level outdoors. Familiars may be of either sex and have at least a Low intelligence. All familiars have a system shock survival roll of 98%. If a familiar drops below 0 hit points, it dies. When a familiar dies the witch suffers a psychic reaction due to her telepathic link. She must save as follows or be Stunned (70%) for 2 rounds/familiar HD or be Enraged (30%) for 1 round/HD: Psychic Reaction ST INT + WIS 28-29 30-33 34-35 36-37 38+ Saving Throw: 13 11 9 7 5 Magical items have no effect on this saving throw, and even if she makes it the witch will be unable to do anything else for the remainder of the round in which the familiar died. Raise Dead, Resurrection, and Reincarnation spells have no effect on familiars. They may be brought back to life by expending 10 charges from a Rod of Resurrection or by a properly worded Wish. If the familiar is permanently dead, the witch may call a new, 1 hit die familiar after a 1 month wait. A witch will never betray her familiar, harm it intentionally, abandon it, etc. even under magical duress. If such a situation potentially arises, the witch will go insane, break the Charm or whatever, and still not harm her familiar. The familiar holds the witch in equally high regard. Additionally, if the witch is slain the familiar will change to large form (if possible) and attack the witch's killer in a berserk fury (+2 to hit). After the witch's killer is dead, the familiar has a 10% chance of remaining berserk and attacking the next closest creature (recheck after each creature so attacked). Thereafter the familiar will remain with the witch's body for 1 day/HD of the familiar, guarding it from strangers. The familiar will allow the witch's companions to move the body, cast spells on it, etc, but will stay by the witch's side at all times. If the witch is not raised within this period the familiar will wander away and be lost forever. If the witch is subsequently raised she may call a new, 1 HD familiar immediately if at least one month has past since she last called a familiar. A witch may have only 1 familiar at a time. When calling a familiar, a witch may either choose a cat (black, of course) or may roll a d20 and consult the Familiar table which follows. Where two familiars are listed, the top one is for white (Good) witches and the bottom one is for dark (Evil) witches. A 20 indicates a Special Familiar appropriate to the witch's alignment (see the Special Familiar list). Special Familiars are as described in the Monster Manual, except that the Brownie "gives" the witch an 18 Dexterity, the advantage of never being surprised, and +2 on all saving throws. Note that Special familiars do not increase in hit dice or hit points as the witch gains levels. If a Special Familiar is not rolled, the following paragraphs apply. Normal familiars have 1 8-sided hit die when they are first called, and thereafter gain one additional such die each time the witch makes level. A familiar may be of two sizes: small (corresponding to an "everyday" version of the creature) and large. As a familiar gains hit dice, the definition of "large" gets correspondingly greater in that when the familiar attains 3, 6, 9, or 13 HD, its large size becomes bigger and it is capable of doing more damage with its attacks. A familiar may change from one size to another within one segment, but may grow only once per day per witch's level, and may stay in its large size for a maximum of one turn per witch's level each time it grows. When a familiar is in its small size, it does damage as a 1-HD creature of its type, regardless of its actual hit dice (although To Hit remains a function of hit dice, not size). For every four hit dice a familiar gains (i.e. at 5, 9, etc.), its Armor Class decreases by 1, and while in large size a familiar's AC is reduced by 1 more. (Giant) Owls, Blink Dogs, Hell Hounds, (Brown) Bears, Wolverines, and (Giant) Eagles are as described in the Monster Manual. Ravens have Average intelligence and can memorize and repeat whatever they hear, making them excellent spies and messengers. They fully understand Common but cannot converse in it. Their vision is good but their hearing is only average. In combat they are 10% likely to attack their opponent's eyes, which can cause blindness. Apes are as described under Carnivorous Ape. When in small size they appear as small monkeys. They have excellent senses of smell. Spiders can spin webs as Giant Spiders, move across ceilings and walls with ease, and jump as a cat of two fewer hit dice. The saving throw against their poison is adjusted by adding 5 and then subtracting 1 per hit die of the spider. If the save is failed, the victim will die (20-spider's hit dice) rounds after the bite. Spiders are very sensitive to vibrations in the air or through the ground. Lizards walk on ceilings and walls with ease and have a chameleon-like ability to blend into their background and be 80% undetectable to creatures who cannot detect invisible objects. Rolling a natural 20 to hit means the lizard has seized its opponent, allowing at least double damage that round and a guaranteed hit the following round. Snakes may simultaneously use both constriction and bite attacks. Their poison saving throws are adjusted as per Spiders, and have the same effect. After attaining 6HD, the snake may spit as per a Spitting Snake. Wasps have saving throws against their poison adjusted by adding 3 and then subtracting 1 per hit die of the wasp. Failure to save results in immediate paralysis and death in 2-5 days. Burnt wings grow back in 2 weeks. Their senses are not exceptionally acute. Cats may attempt to move silently and hide in shadows as a thief whose level is their hit dice. They may jump 3'+2'/HD forward or 2'+1'/HD up from a standing start (+50% for a running start). They can fall 15 feet without taking damage. Their hearing and night vision is excellent. Since cats have nine lives, they will reawaken in 1-6 days after death (if the body is intact) until all nine lives have been used. When a witch first calls her cat, a d10 is rolled indicating the number of lives already used (treat "9" and "10" as "0"). Familiar Generation Table 1d20 Type AC Speed Attacks per Melee Round 1-2 Owl 7 3/24 2 claws/1 beak Raven 7 3/30 2 claws/1 beak 3-5 Ape 7 12 2 paws/1 bite (plus possible rending) Spider 6 9 1 bite (poisonous) 6-7 Blink Dog 6 12 1 bite Hell Hound 6 12 1 bite/1 breath 8-10 Lizard 5 12 1 bite Snake 5 12 1 constriction/1 bite (poisonous) 11-12 Bear 7 12 2 claws/1 bite (plus possible hugging) Wolverine 6 12 2 claws/1 bite (plus musk) 13-15 Eagle 7 3/48 2 claws/1 beak Wasp 6 6/21 1 bite/1 sting (poisonous) 16-19 Cat 6 12 2 claws/1 bite (plus possible raking) 20 Special Damage per attack (based on large size and hit dice) Type 1-2 3-5 6-8 9-12 13+ Owl 1d2/1 1d4/1d3 1d6/1d4 1d10/1d6 2d6/1d10 Raven 1d2/1 1d4/1d3 1d6/1d4 1d8/1d6 1d10/1d8 Ape 1/1d2(1d2) 1d3/1d4(1d4) 1d4/1d6(1d6) 1d6/1d10(1d10) 1d8/2d6(2d6) Spider 1d4 1d6 1d8 1d10 1d12 Blink Dog 1d4 1d6 1d8 1d10 1d12 Hell Hound 1d4 1d6 1d8 1d10 1d12 Snake 1d4/1 1d6/1d2 1d8/1d4 1d12/1d6 2d8/1d8 Bear 1d2/1d4 1d3/1d6 1d4/1d8 1d8/1d10 1d10/2d6 (1d6) (1d8) (1d10) (1d12) (2d8) Wolverine 1d3/1d4 1d4/1d6 1d6/1d8 1d8/1d10 1d10/2d6 Lizard 1d6 1d8 2d6 2d10 4d6 Eagle 1/1d2 1d3/1d6 1d4/1d8 1d6/1d10 1d10/2d6 Wasp 1d4/1d2 1d6/1d3 1d8/1d4 1d10/1d6 1d12/1d8 Cat 1/1d3(1) 1d2/1d6(1d3) 1d3/1d8(1d4) 1d4/1d10(1d6) 1d8/2d6(1d10) Special Familiars Brownie: LG Imp: LE, NE Pseudo-Dragon: CG, NG Quasit: CE