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Post by barrataria on Nov 2, 2011 8:22:07 GMT -6
So, was there a "find familiar" spell, or were there other rules for these? Or was it an AD&D innovation? I'm working on some ideas for B/X magic-users and was wondering if and/or how familiars were included in the original books.
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Post by tombowings on Nov 2, 2011 8:48:13 GMT -6
There isn't in any of the supplements. I'm not sure about any of the magazines though. If you're talking about B/X, BJ at B/X Blackrazor has some ideas concerning familiars in his B/X Companion.
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Post by aldarron on Nov 2, 2011 9:04:10 GMT -6
Here's a freebie From The Book of Elder Magic. Its a spell I put together to be much more historically based than the SRD model and work for OD&D:
Bind Familiar Magic-user 1 Range: Touch Duration: Permanent until dismissed or death of the host
This spell binds a spirit or numinous being into any vertebrate animal of low intelligence the caster chooses. The spirit must first be contacted, usually via a Contact Higher spell and agree to the binding. While casting this spell on a unwilling being will still work, the being will not cooperate with the spell caster and will flee or suicide the host at the first opportunity. Binding a familiar to a corporeal form creates a unique companion and servant. Doing so takes a full day and uses up materials costing at least 300gp. A character may have only one familiar at a time, and the familiar’s loyalty to the master is handled exactly as with retainers (loyalty score). Contests of will between familiars and masters rarely arise, but in such a case the procedure outlined for magic swords is used. The familiar will aid the Magic-user in learning new spells, spell research, magic item creation and so forth. The exact degree of help must be determined by the Referee as each familiar is different. The spell also creates an empathic/telepathic link between the master and the familiar. The empathic link functions only if the familiar is within one mile of its master. Although some familiars may be able to communicate verbally with their master, telepathic communication is typically better in conveying meaning and intent. Additionally, the empathic link allows the master to share the familiar’s senses as long as the master concentrates on doing so. When concentrating, the master shares the familiar’s five senses (sight, hearing, smell, taste, and touch). Thus, for example, the master can see through the familiar’s eyes. If a familiar has an enhanced sense, like superior hearing, the master gains the benefit of the enhanced sense as well, but only as to what the familiar can sense. In other words, an owl familiar does not grant its master the special ability of superior hearing, the master simply shares and listens through the owl when concentrating on doing so. Sharing the familiar’s senses is a somewhat alien process, as a familiar does not always sense in the same way a person does. Some familiars may have a deficiency in one sense, or lack certain body parts, such as ears, that are normally associated with a sense. The empathic link also allows the master to cast a spell on a familiar that normally can only be cast on the caster alone, without having to touch the familiar (range is up to one mile). At the master’s option, the master may cast any spell on themselves and it will also affect a familiar (such as shield). If the spell has a duration other than instantaneous, the spell stops affecting the familiar if it moves farther than one mile away. The spell’s effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. The master and familiar can share spells in this way, even if the spells normally would not affect creatures of the familiar’s type. Familiars do not involve themselves in combat. A familiar may fight if its master faces a life-and-death situation. Combat statistics will be identical, or perhaps a little better, than the usual for the animal form. Strength will also be determined by the animal form but other Character Traits are determined as normal with 3d6. If a familiar dies, or the master chooses to dismiss it, the master loses a level. A master’s experience point total can never go below zero as the result of a familiar’s demise. A slain or dismissed familiar cannot be replaced for a year and a day. Slain familiars can be raised from the dead just as characters can be. If a familiar is raised from the dead, the caster will recover the experience points lost as a result of the familiar’s death.
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Post by tavis on Nov 2, 2011 12:24:10 GMT -6
I find that I avoid telepathic communication for magic swords and familiars because I like roleplaying these as NPCs and so want to spend lots of time on that interaction without having to make the other players exclude themselves from the conversation because their characters aren't supposed to be privy to it. Otherwise that is awesome!
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Post by barrataria on Nov 2, 2011 19:07:08 GMT -6
I find that I avoid telepathic communication for magic swords and familiars because I like roleplaying these as NPCs and so want to spend lots of time on that interaction without having to make the other players exclude themselves from the conversation because their characters aren't supposed to be privy to it. Good point. And thanks Aldarron for posting as you did. I'm more inclined to make it something the MU has to "research", as opposed to having a spell for it. I also expect the MU's ability to communicate with the familiar will improve as he advances in levels. I do like leaving the MU with more autonomy in picking the kind of familiar- I remember one player being mad when he ended up summoning a toad Further musings are not really about OD&D so I'll move along, but thanks fellows for the responses.
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Post by aldarron on Nov 2, 2011 19:35:25 GMT -6
I find that I avoid telepathic communication for magic swords and familiars because I like roleplaying these as NPCs and so want to spend lots of time on that interaction without having to make the other players exclude themselves from the conversation because their characters aren't supposed to be privy to it. Good point. And thanks Aldarron for posting as you did. I'm more inclined to make it something the MU has to "research", as opposed to having a spell for it. I also expect the MU's ability to communicate with the familiar will improve as he advances in levels. I do like leaving the MU with more autonomy in picking the kind of familiar- I remember one player being mad when he ended up summoning a toad Further musings are not really about OD&D so I'll move along, but thanks fellows for the responses. Yeah research is a good idea. Note that although the spell is first level, the MU has to find a willing spirit familiar first - how that happens is the open ended part.
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Post by talysman on Nov 2, 2011 22:00:42 GMT -6
I agree with the research vs. spell suggestion. I actually wrote up something about that when I spotted this thread, but I've scheduled that blog post for tomorrow. But basically, it's HD of desired familiar = "spell level", just use the btb research rules.
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Lord Kjeran
Level 2 Seer
Order of the Six Severed Hands
Posts: 26
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Post by Lord Kjeran on Nov 3, 2011 12:01:30 GMT -6
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Lord Kjeran
Level 2 Seer
Order of the Six Severed Hands
Posts: 26
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Post by Lord Kjeran on Nov 3, 2011 12:02:42 GMT -6
[deleted double post]
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