Find Familiar Class
The Special Find Familiar Class
The first Year students are led to the room of summoning and given a scroll . As the students read from their scrolls, they must roll a d20 + their Charisma bonus to determine what kind of Familiar they summon.
Results of the Summoning Ritual:
| Roll | Familiar | Notes |
|---|---|---|
| 1-3 | Nothing | A failed summoning—either the spirit rejects the call or something interferes. |
| 4 | Toad/Newt | Small, unimpressive, but loyal. |
| 5 | Snake | Silent and stealthy. |
| 6 | Lizard | Quick and resilient. |
| 7 | Bat | Good for scouting in the dark. |
| 8 | Cat | Agile and independent. |
| 9 | Crow | Intelligent and observant. |
| 10 | Hawk | Sharp-eyed predator. |
| 11 | Owl | Wise and perceptive. |
| 12-19 | Spirit Familiar | A Creature of another plane, Roll again for its form. On the second roll if the mage rolls a 12-19 again, they can pick the form of the spirit |
| 20-21 | Rare Familiar | Special such as Pseudo Dragon or other small magical entity. |
| 22 | Unique Familiars | Faerie Dragons, Elemental Spirits, Mephits |
| 23+ | True Dragon Hatchling | A baby real dragon—a rare and powerful bond! Or may chose any lower familiar |
Familiar Naming
On summoning the Mage is to give the summoned creature a name to complete the taming, and the Mage will earn 1 merit. If the Mage choses to not name it, the creature will leave and the bond is not completed.
Once a name is given, the Familiar cannot be gotten rid of without either a painful casting of a Reversed Find Familiar Spell ceremony or its death. Quasits and the like that have a Soul Pact, will forge a contract with the master for the rest of their life.
At anytime a Student can ask to receive another Find Familiar Scroll and use the Summoning room under supervision for 80 sp.
Other available bonuses for Second Years and beyond
- Bless form any Cleric: +2 10sp donation
- Potion of Charisma: boosts Charisma bonus up to +3 , cost 100 sp
- Blessing from the Dragon Goddess: unknown bonus and cost
- Spell: Improved Summon Familiar: allows 2 rolls and use the better.
Common familiars
On a roll of 11 or less, the BattleMage will summon a common real woodland creature with 1d10+1 hitpoints and is intelligent, understand common but can't speak. AC 6. When the Familiar's Hitpoint get to -6, the Familiar dies the character suffers a 1d8 Critical Damage Wound and the familiar will be gone forever short of a raise dead.
Spirit Familiars
A Spirit Familiar is an amorphous spirit from another plane that then assumes a specific shape on summoning. AC 5, 2d10 hitpoints but attack as 5 HD. Spirits are affected by spells like Protection from Evil. They can be Sent and Summoned back from their other plane at will of the BattleMage. If the spirit dies the Mage suffers a 1d8 Critical Damage Wound. In 1d4 days the Familiar will return at full hitpoints. Abilities: Telepathy, night vision, Can speak Common and 1 additional language the Mage knows.
Special Spirit Familiars
If a caster rolls Spirit Familiar and then a Rare or Legendary Familiar afterward, the Spirit will have all the powers of the rolled Familiar but can be in any desired Physical Shape. Example - A character rolls a 12 which is Spirtit and rolls again. On the second roll they get a 20 it will be a Quasit Spirit, but the player could decide it looks like a Psuedo Dragon and it would have the flight ability of the Psuedo Dragon but no Poison Stinger.
True Dragons can not be Spirit Familiars.
Rare Familiars
Roll a d4 and based on the alignment add the following to the roll. Good: no Modifier, Neutral: +2, Evil +4
| 1d4 | Type | Notes | |
|---|---|---|---|
| 1 | Brownie | Spell Casting | |
| 2-3 | Pseudo-dragon | Magic Resist 35% | |
| 4 | Sprite | Spell Casting | Reincarnates |
| 5-6 | Quasit | Magic Resist 25% | Soul Pact |
| 7-8 | Imp | Magic Resist 25% | Soul Pact |
Legendary Familiars
Roll a d4 and based on the alignment add the following to the roll. Good: no Modifier, Neutral: +2, Evil +4
| 1d4 | Type | Note | |
|---|---|---|---|
| 1 | Minor Deva | 35% Magic Resistance, +1 Level | Spirit |
| 2-3 | Faerie Dragon | 30% Magic Resistance | |
| 4-5 | Elemental Spirit | 25% Magic Resistance, Spell Casting | Spirit |
| 6 | Mephit | 25% Magic Resistance, Spell Casting | Spirit |
| 7 | Minor Demon | 25% Magic Resistance, Spell Casting, +1 Level | Soul Pact |
| 8 | Minor Devil | 25% Magic Resistance, Spell Casting, +1 Level | Soul Pact |
Faerie Dragon
HD: 4 AC: 5 Attacks: 1 Bite Damage: 1d3 Magic Resistance 25%, Movement 15' Intelligence: High
Faerie Dragon is a 2 foot long beautiful dragon with butterfly wings. They are considered Sacred among the Fae.
Abilities at will: Invisibility, Speak with Animals.
Spells: Sleep, Mirror Images, Charm Person (acts as if cast by the Master), Dispel Magic
3 times per day the Faerie Dragon can Breath a 10' cone euphoria gas. A victim failing a saving throw vs. breath weapon will wander around aimlessly in a state of bliss laughing and dancing for the next 3d4 rounds, during which time he is unable to attack and his Armor Class is decreased by 2.
As a familiar, The Faerie Dragon gives these effects to their master if they are within 1 mile: Magic Resistance 30%, Telepathy with their familiar.
Elemental Spirit
HD: 6 AC: 2 Attacks: 1 Damage: 2d4 or by spell Movement Varies **Intelligence: Average **
Elemental Spirits are manifestations of the primal forces and are always the same element as the caster. They are summoned directly from the Elemental Planes. They are not true elementals, but sentient fragments of elemental essence, bound to mortal service through will and pact.
When summoned as familiars, they take on a humanoid or bestial form matching their element. An Arcane BattleMage can chose to reroll. 1 foot in height, often with glowing eyes, faint auras, or constant motion in their surface (flames flicker, water drips, Rocks shift, etc.) Whatever the form, the Elemental can be touched and does no damage when it is not attacking and can fit in a pouch or large pocket.
Each Elemental Spirit has an attack ability the same as the 1st order attack spell cast as a first level mage of their element each round, no mana needed. No chance for spell interruption.
An Elemental Spirit has regeneration of 1 hp per round when in contact with their element. +2 or better weapons to be hit. No damage taken from Fire, Cold, Lighting, Water, Earth, Poison, and Acid. Arcane and Void do Full Damage.
All Elemental Spirits can slip through small cracks. Earth can move through the ground if it is not solid stone. Ice can touch a metal door and in the next round appear on the other side even it it is perfectly sealed.
Elemental Spirit Types
| Element | Movement | Special Abilities |
|---|---|---|
| Fire | Flying 15" | 40' Light, |
| Water | 15" (swim 24") | |
| Earth | 12" (dig 4") | |
| Air | Flying 24" | Invisibility |
| Ice | 15" (pass metal) | |
| Shadow (Void) | 15" spider climb | hide in shadows, Immune Void |
Elemental Spirits As Familiars
When bound as familiars, Elemental Spirits grant their masters a connection to the primal planes. The following benefits apply while within 1 mile of their master:
- Resistance: ½ damage from attacks of their own element. (No Damage on save)
- The BattleMage will gain Regeneration of 1hp per round when their Elemental Spirit is in contact with their element and regenerating near them.
- Telepathy: The mage can communicate with their spirit familiar.
Elemental Spirit Boost: If the Elemental Spirit is within 10 feet, and spends the round aiding the BattleMage to cast a spell of their Element, the Battle Mage casts as if 1 level higher for damage and range.
Summon/Dismiss: The familiar can be recalled to the elemental plane and summoned at will with a bit of the element on hand with 1 round of concentration. In the case of Ice, a spell caster may need to cast a spell to create Ice first. The Cantrip
Mephit (Superior)
HD: 4 AC: 5 Attacks: 2 claws or by weapon Damage: 1d3, 1d3 Magic Resistance 25%, Movement 12"/24" **Intelligence: Average **
Mephits are 3 to 5 foot tall messengers of the Outer Planes. All version have wings and can fly. When a BattleMage is able to summon a Mephit, they are actually creating it from a soul left untouched in the Outer planes. A Mephit created in the Summoning room of the Rose Academy will have superior intellect over their common relatives (Low). They would like to be granted a long elaborate name and given gifts from time to time.
Mephits can use 1 handed weapons if given to them.
A Mephit has regeneration of 1 hp per round when in contact with their element of their name. They receive no damage from Fire, Cold, Lighting, Water and Earth spells. Poison and Acid does full Damage.
Breath attacks are against one target with 15' range. 1d10+1 save for half damage 3 times a day unless it is a special effect then no damage. Each Mephit can use additional breath attacks in one day by taking 1d6 hp each time they use breath attack beyond 3 per day. All Spell Like abilities can be used 3 times per day and cast at the minimum level needed to use the spell.
All Superior Mephits gain Invisibility at will but is always visible to its master. +1 or better weapons to be hit. Once per day they may Gate in 1d3 normal Mephits to do one task (up to 1 hour).
As a familiar, The Mephit gives these effects to their master if they are within 1 mile: Magic Resistance 25%, Regeneration +1hp per Round when in contact of their element. Immunity to normal damage from their element, Magic and breath weapons of their element are 1/2 damage and on successful save the take no damage. Telepathy with their familiar.
A Mephit can choose to end the contract if they feel they are not getting enough respect and being treated horribly. This will not be sudden, and the Master will be told repeatedly by the Mephit if it feels like it's continually being disrespected and insulted.
| Roll | Type | Note | Special | |
| 1-9 | Air | Breath, sand/grit (1d6+1 no save) | Blur, Gust of Wind | |
| 10-18 | Earth | dig 2" | Earth Darts, Growth Self (2x damage) | |
| 19-27 | Fire | Breath (fire damage) | Firebolt, Touch damage 1hp /round | |
| 28-36 | Ice | Breath save or Slowed for 1d4+1 | Ice Dart | |
| 37-45 | Water | Breath (acid) | Immune to poison | |
| 46-60 | Chose from above | |||
| 61-64 | Ash | Breath (fire) | Air Cutter | |
| 65-68 | Dust | Breath save or slowed (coughing and Sneezing) no damage | Air Cutter | |
| 69-72 | Lava | Breath (Fire), Can turn into a puddle of lava at will and regenerate in this form | Earth Missile, Touch damage 1hp /round, Heat Metal | |
| 73-76 | Lightning | Breath (Lighting) 80'" | Blink | |
| 77-80 | Mineral | Breath (glitterdust) save or Blinded for 1d4+1 rounds | Earth Darts, Fools Gold | |
| 81-84 | Mist | Breath (Poison) gaseous form at will | Wall of Fog | |
| 84-87 | Ooze | Breath (acid) | Immune to poison, Stinking Cloud | |
| 88-91 | Salt | Breath save or a limb gets petrified for 1d4 rounds | Earth Missile | |
| 92-95 | Smoke | Breath (Poison) gaseous form at will | Air Cutter, Blind | |
| 96-00 | Steam | Breath (as water) scalding steam | Air Cutter |
Minor Deva
HD: 4+4 AC: 0 Attacks: 1 ** Damage: by weapon Magic Resistance 25%, Movement 12"/28" Intelligence: High**
A Minor Deva appears as a 3' to 4" Small angelic winged human. They could be child like (cherub). The BattleMage using the Room of Summoning, actually gives shape to the Minor Deva from a soul from an upper plane.
Abilities at Will: Invisibility,
Spell like abilities 3 times per day: Protection from Evil, Cure Critical Wounds, Purify Food and Water, Polymorph self. Enchant Weapon
Defense: 25% magic Resistance, +1 or better weapons to hit, Regeneration 1hp per round, immune to fear and mind control spells. Immune to cold and Poison. 1/2 Damage from Fire, Lighting. Acid does Full damage.
They are skilled with long sword, spear, and shortbow. but request a weapon from their new master.
As a familiar, The Minor Deva gives these effects to their master: Magic Resistance 25%, Regeneration +1hp per Round. The master acts as if he were one level higher than he actually is.
If the Master of a Deva Familiar is doing evil like killing innocent people with souls, The Deva will try to get the Master to terminate the contract, and if not released may be slow to act on commands.