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

RollFamiliarNotes
1–3NothingA failed summoning — the spirit rejects the call or something interferes.
4Toad/NewtSmall, unimpressive, but loyal.
5SnakeSilent and stealthy.
6LizardQuick and resilient.
7BatGood for scouting in the dark.
8CatAgile and independent.
9CrowIntelligent and observant.
10HawkSharp-eyed predator.
11OwlWise and perceptive.
12–19Spirit FamiliarA Creature of another plane. Roll again for its form.
20–21Rare FamiliarSpecial such as Pseudo Dragon or other small magical entity.
22Unique FamiliarsFaerie Dragons, Elemental Spirits, Mephits
23+True Dragon HatchlingA 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

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+modTypeNotes
1BrownieSpell Casting
2–3Pseudo-dragonMagic Resist 35%
4SpriteSpell CastingReincarnates
5–6QuasitMagic Resist 25%Soul Pact
7–8ImpMagic Resist 25%Soul Pact

Legendary Familiars

Roll a d4 and add alignment modifier: Good: +0, Neutral: +2, Evil: +4

d4+modTypeNote
1Minor Deva35% Magic Resistance, +1 LevelSpirit
2–3Faerie Dragon30% Magic Resistance
4–5Elemental Spirit25% Magic Resistance, Spell CastingSpirit
6Mephit25% Magic Resistance, Spell CastingSpirit
7Minor Demon25% Magic Resistance, Spell Casting, +1 LevelSoul Pact
8Minor Devil25% Magic Resistance, Spell Casting, +1 LevelSoul 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

ElementMovementSpecial Abilities
FireFlying 15”40’ Light
Water15” (swim 24”)
Earth12” (dig 4”)
AirFlying 24”Invisibility
Ice15” (pass metal)
Shadow (Void)15” spider climbHide 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

RollTypeNoteSpecial
1–9AirBreath: sand/grit (1d6+1, no save)Blur, Gust of Wind
10–18Earthdig 2”Earth Darts, Growth Self (2× damage)
19–27FireBreath: fire damageFirebolt, Touch damage 1hp/round
28–36IceBreath: save or Slowed for 1d4+1Ice Dart
37–45WaterBreath: acidImmune to poison
46–60Choose from above
61–64AshBreath: fireAir Cutter
65–68DustBreath: save or slowed (coughing/sneezing)Air Cutter
69–72LavaBreath: Fire, can turn into a puddle of lava at willEarth Missile, Touch damage 1hp/round, Heat Metal
73–76LightningBreath: Lightning 80”Blink
77–80MineralBreath: glitterdust, save or Blinded 1d4+1 roundsEarth Darts, Fools Gold
81–84MistBreath: Poison, gaseous form at willWall of Fog
84–87OozeBreath: acidImmune to poison, Stinking Cloud
88–91SaltBreath: save or limb petrified 1d4 roundsEarth Missile
92–95SmokeBreath: Poison, gaseous form at willAir Cutter, Blind
96–00SteamBreath: as water, scalding steamAir 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.