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 — 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. |
| 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! May also choose any lower familiar. |
Familiar Naming
On summoning the Mage must give the summoned creature a name to complete the taming, earning 1 merit. If the Mage chooses not to 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.
At any time a Student can ask to receive another Find Familiar Scroll and use the Summoning room under supervision for 80 sp.
Bonuses for Second Years and Beyond
- Bless from 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 — intelligent, understands common but can’t speak. AC 6. When the Familiar’s HP reaches −6, the Familiar dies and the character suffers a 1d8 Critical Damage Wound.
Spirit Familiars
A Spirit Familiar is an amorphous spirit from another plane that assumes a specific shape on summoning. AC 5, 2d10 hitpoints but attacks as 5 HD. They can be Sent and Summoned back from their other plane at will. If the spirit dies the Mage suffers a 1d8 Critical Damage Wound; in 1d4 days the Familiar returns 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: roll 12 (Spirit) then 20 (Quasit Spirit) — the player could decide it looks like a Pseudo Dragon with the flight ability but no Poison Stinger.
True Dragons cannot be Spirit Familiars.
Rare Familiars
Roll a d4 and add alignment modifier: Good: +0, Neutral: +2, Evil: +4
| d4+mod | 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 add alignment modifier: Good: +0, Neutral: +2, Evil: +4
| d4+mod | 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 breathe a 10’ cone euphoria gas — victims failing a saving throw wander aimlessly in a state of bliss for 3d4 rounds.
As a familiar (within 1 mile): Magic Resistance 30%, Telepathy with their familiar.
Elemental Spirit
HD: 6 | AC: 2 | Attacks: 1 | Damage: 2d4 or by spell | Intelligence: Average
Elemental Spirits are manifestations of the primal forces, always the same element as the caster. When summoned as familiars, they take on a humanoid or bestial form matching their element — 1 foot in height, often with glowing eyes, faint auras, or constant motion in their surface.
Each Elemental Spirit has a built-in attack identical to the 1st order attack spell of their element each round, no mana needed.
Defensive: Regeneration 1 hp/round when in contact with their element. Requires +2 or better weapons to be hit. No damage taken from Fire, Cold, Lightning, Water, Earth, Poison, and Acid — Arcane and Void do Full Damage.
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 |
As a familiar (within 1 mile): ½ damage from attacks of their own element, Regeneration +1hp/round when in contact with element, Telepathy.
Elemental Spirit Boost: If the Elemental Spirit is within 10 feet and spends the round aiding the BattleMage, the Battle Mage casts as if 1 level higher for damage and range.
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 versions have wings and can fly. A Mephit created in the Summoning room of the Rose Academy will have superior intellect. 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.
Regeneration: 1 hp/round when in contact with their element. Immune to Fire, Cold, Lightning, Water, and Earth spells. Poison and Acid does full Damage.
Breath attacks: 1 target, 15’ range, 1d10+1, save for half damage, 3 times per day. All Superior Mephits gain Invisibility at will. Once per day they may Gate in 1d3 normal Mephits to do one task (up to 1 hour).
As a familiar (within 1 mile): Magic Resistance 25%, Regeneration +1hp/round when in contact with element, Immunity to normal damage from their element, Telepathy.
A Mephit can choose to end the contract if they feel continuously disrespected.
Mephit Types
| 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 (2× 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 | Choose from above | ||
| 61–64 | Ash | Breath: fire | Air Cutter |
| 65–68 | Dust | Breath: save or slowed (coughing/sneezing) | Air Cutter |
| 69–72 | Lava | Breath: Fire, can turn into a puddle of lava at will | Earth Missile, Touch damage 1hp/round, Heat Metal |
| 73–76 | Lightning | Breath: Lightning 80” | Blink |
| 77–80 | Mineral | Breath: glitterdust, save or Blinded 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 limb petrified 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 3–4’ small angelic winged human. 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×/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/round, immune to fear and mind control, immune to cold and Poison. ½ Damage from Fire, Lightning. Acid does Full damage.
As a familiar: Magic Resistance 25%, Regeneration +1hp/round. The master acts as if one level higher.
If the Master of a Deva Familiar is doing evil, the Deva will try to get the Master to terminate the contract.