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==Effects==
 
==Effects==
Familiars summoned in this way were spirits of either [[celestial]], [[fey]] or [[fiend]]ish nature, depending on the caster's choice, that took the form of an animal, also of the caster's choice. Subsequent castings of the ritual changed the form the spirit took to that of another animal. Typical choices included [[bat]]s, [[cat]]s, [[crab]]s, [[frog]]s, [[hawk]]s, [[lizard]]s, [[octopus]]es, [[owl]]s, [[snake]]s, [[fish]], [[rat]]s, [[raven]]s, [[sea horse]]s, [[spider]]s, and [[weasel]]s, although warlocks could be granted other forms by their patrons, such as [[imp]]s, [[pseudodragon]]s, [[quasit]]s, or [[sprite]]s.<ref name="PHB5e-p107,210,240" /> Other, less common choices included [[flying monkey]]s.<ref name="ToA5e-p221">{{Cite book/Tomb of Annihilation|221}}</ref> [[tressym]],<ref name="SKT5e-p243">{{Cite book/Storm King's Thunder|243}}</ref> [[cranium rat]]s, [[crawling claw]]s, and [[gazer]]s.<ref name="VGM5e-p213">{{Cite book/Volo's Guide to Monsters|213}}</ref>
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Familiars summoned in this way were spirits of either [[celestial]], [[fey]] or [[fiend]]ish nature, depending on the caster's choice, that took the form of an animal, also of the caster's choice. Subsequent castings of the ritual changed the form the spirit took to that of another animal. Typical choices included [[bat]]s, [[cat]]s, [[crab]]s, [[frog]]s, [[hawk]]s, [[lizard]]s, [[octopus]]es, [[owl]]s, [[snake]]s, [[fish]], [[rat]]s, [[raven]]s, [[sea horse]]s, [[spider]]s, and [[weasel]]s, although warlocks could be granted other forms by their patrons, such as [[imp]]s, [[pseudodragon]]s, [[quasit]]s, or [[Sprite (creature)|sprite]]s.<ref name="PHB5e-p107,210,240" /> Other, less common choices included [[flying monkey]]s.<ref name="ToA5e-p221">{{Cite book/Tomb of Annihilation|221}}</ref> [[tressym]],<ref name="SKT5e-p243">{{Cite book/Storm King's Thunder|243}}</ref> [[cranium rat]]s, [[crawling claw]]s, and [[gazer]]s.<ref name="VGM5e-p213">{{Cite book/Volo's Guide to Monsters|213}}</ref>
   
 
Familiars thus summoned had the usual link with their masters, such as a telepathic link over some distance, which included the ability for the caster to see through the creature's eyes, the ability to relay touch-based [[spells]] and the ability to be temporarily or permanently dismissed. Only one familiar could be bound to a spellcaster at any given time.<ref name="PHB5e-p107,210,240" />
 
Familiars thus summoned had the usual link with their masters, such as a telepathic link over some distance, which included the ability for the caster to see through the creature's eyes, the ability to relay touch-based [[spells]] and the ability to be temporarily or permanently dismissed. Only one familiar could be bound to a spellcaster at any given time.<ref name="PHB5e-p107,210,240" />

Revision as of 17:00, 29 March 2020

Find familiar was a conjuration ritual that bound a spirit to a warlock or wizard in the form of a familiar.[2]

Effects

Familiars summoned in this way were spirits of either celestial, fey or fiendish nature, depending on the caster's choice, that took the form of an animal, also of the caster's choice. Subsequent castings of the ritual changed the form the spirit took to that of another animal. Typical choices included bats, cats, crabs, frogs, hawks, lizards, octopuses, owls, snakes, fish, rats, ravens, sea horses, spiders, and weasels, although warlocks could be granted other forms by their patrons, such as imps, pseudodragons, quasits, or sprites.[2] Other, less common choices included flying monkeys.[7] tressym,[8] cranium rats, crawling claws, and gazers.[9]

Familiars thus summoned had the usual link with their masters, such as a telepathic link over some distance, which included the ability for the caster to see through the creature's eyes, the ability to relay touch-based spells and the ability to be temporarily or permanently dismissed. Only one familiar could be bound to a spellcaster at any given time.[2]

If a familiar summoned by this spell were killed, it could reappear by a subsequent casting of the ritual.[2]

When cast on Avernus, the first layer of the Nine Hells, the result was invariably an imp.[10]

Components

The spell needed verbal, somatic and material components. The materials needed were high-quality charcoal, incense and herbs that needed to be burned in a brazier made of brass as part of the ritual.[2]

History

The spell was attributed to the Netherese arcanist Zahn in −925 DR and was originally called Zahn's familiar.[1]

Appendix

See Also

References

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 22, 25. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 107, 210, 240. ISBN 978-0-7869-6560-1.
  3. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 134. ISBN 0-88038-716-5.
  4. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 181, 185. ISBN 0-7869-0394-5.
  5. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  6. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  7. Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 221. ISBN 978-0-7869-6610-3.
  8. Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 243. ISBN 978-0-7869-6600-4.
  9. Mike Mearls, et al. (November 2016). Volo's Guide to Monsters. Edited by Jeremy Crawford, et al. (Wizards of the Coast), p. 213. ISBN 978-0786966011.
  10. Adam Lee, et al. (September 2019). Baldur's Gate: Descent into Avernus. Edited by Michele Carter, et al. (Wizards of the Coast), p. 77. ISBN 978-0-7869-6687-5.