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A Familiar Addendum

An interesting idea has come to mind, following up on my post about familiars:

“At 10th Level (Master Thief), thieves are able to decipher magical writings and utilize scrolls of all sorts, excluding those of clerical, but not druidic, nature.

1st Edition AD&D PHB, pg. 27

With the right scroll, a Master Thief could have a familiar! Given the abilities of the familiars in 1st Edition, they’d be more advantageous to a thief than a magic-user. And if they managed to roll a special familiar? A 10th level chaotic neutral Master Thief with a pseudo-dragon!

How did I never think of this in my Monty Haul days?

And we can extrapolate this even further:

“Tertiary functions of assassins are the same as thieves. They have all the abilities and functions of thieves; but, except for back stabbing, assassins perform thieving at two levels below their assassin level…”

1st Edition AD&D PHB, pg 29

A 12th Level Chief Assassin with an imp for a familiar…

 

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A Familiar Problem

There is a segment in a recent episode of Ken & Robin Talk About Stuff discussing how to make a magic-user’s familiar more interesting. It’s a good bit and it has me reconsidering their use in Dungeons & Dragons, however a glance at the spell description in 1st Edition reminded me why we stopped using them.

On the plus side, familiars give magic users a few perks. These include serving as a spy for their master and the ability to converse with the magician. I’d thought that a telepathic link existed between them as well, but this isn’t part of the 1st Edition spell. There’s also a 1 in 20 chance that the player will summon a special familiar, the type being determined by the caster’s alignment. These are the really cool and useful familiars and include creatures like pseudo-dragons and imps.

Possibly the biggest benefit from a familiar is that they add their hit points to the caster’s, which is excellent for a low level magic-user. However this is also the biggest danger, because of what happens if the familiar dies.

“Normal familiars have 2-4hit points and armor class of 7 (due to size, speed, etc.). Each is abnormally intelligent and totally faithful to the magic-user whose familiar it becomes. The number of the familiar’s hit points is added to the hit point total of the magic-user when it is within 12″ of its master, but if the familiar should ever be killed, the magic-user will permanently lose double that number of hit points.”

1st Edition AD&D PHB, pg. 66*

So the death of an AC7 creature with three hit points means the magic-user will permanently lose six hit points.

Ah… yes. That would be why our casters stopped summoning familiars.

I was curious if 2nd Edition AD&D did anything to fix the problem. The spell’s entry is almost twice as long and adds a few extra benefits.

“The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).”

“The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to one mile.”

“When the familiar is in physical contact with its wizard, it gains the wizard’s saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed.”

2nd Edition AD&D PHB, pg. 134

That is a little better; the benefits are boosted, the extra hit points are nice, and the saving throw certainly helps. This flavor of familiars is more useful for a low level wizard, however it’s still going to be a liability once the magician starts facing things like dragon breath and fireballs. No problem, once the caster reaches those levels they can leave their familiar at home. Right?

“If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points.”

2nd Edition AD&D PHB, pg. 134

Okay… so that’s not an option. Well, on the plus side, in 2nd Edition you don’t lose twice the familiar’s hit points when it dies. However,

If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.”

2nd Edition AD&D PHB, pg. 134

In the end, 2nd Edition familiars are less risky to have than their 1st Edition counterparts, but the benefits still don’t match the danger. Also, they did away with the special familiars, removing the chances of a really useful sidekick.

The idea of familiars is cool and suitably thematic for a magic-user, but their implementation in early D&D doesn’t justify the risk. There should be risk involved, but it needs to be something more balanced with the rewards they provide. I’ve been considering the following for my games:

  • The familiar is able to communicate telepathically with the magic-user.
  • Once per day, the caster can telepathically “ride” their familiar. This allows them to see, hear, and smell what the familiar can. The magic-user can also cast a spell through the familiar. This action cancels the link for the day.
  • The familiar adds to the magic-user’s spellcasting. The magic-user can memorize one additional spell per spell level available to them.
  • The familiar’s saving throws are equal to the casters.
  • Familiars and their magicians are linked and share a common pool of hit points. Attacks directed at either target will damage both. This is not limited by range, so a captured familiar can be used to torment the caster, like a Voodoo doll. Area of Effect attacks that catch both targets do not do double damage.
  • The death of a familiar causes the caster to make an immediate Save vs Death Magic or die. If the save is successful the caster loses one point of Constitution. (Alternately, roll randomly to see which attribute loses a point.)

This is still a work in progress. My priorities are:

  • A familiar should provide significant, thematic benefits.
  • A familiar should provide a risk to the caster, one that will make a lasting impact on the character but not out of proportion to the benefits they bring.
  • The familiar should work in tandem with the spellcaster. The mechanics should promote a partnership beyond that of a pet or henchman.
  • Things that help spellcasters cast more spells are good things.

Do you use familiars in your games? Have you revamped them? I’d love to hear stories. Also, I have no idea how D&D handles familiars in editions after 2nd, so I’d welcome any information on that.

Familiar

*For those not familiar with 1st edition AD&D, 1″ equals ten feet indoors or ten yards outdoors.

 
 

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