Familiars in Tunnels And Trolls

Familiars in Tunnels And Trolls by Justin T. Williams

A Wizard's best friend!

Tunnels & Trolls logo by J FreelsWith this article I hope to bring to T&T an old wizard’s friend long missing from our favourite fantasy RPG, the "Familiar" or "Familiar Spirit".

The "Familiar" is a spirit, elemental, imp or minor demon given mortal form through a compact with a wizard. The spirit agrees to serve the wizard for in exchange for a physical form and a portion of the wizard's power once the wizard dies.

The image of the wizened mage with a raven perched on his shoulder or a witch with her obligatory black cat or malodorous toad is at the very core of the mythology of magic.

So, without further ado, for your edification and abuse: The Familiar

Summoning the Familiar:

C'mere You! / Summon Familiar

Level: 1

Cost: 5 points STR or WIZ + whatever STR or WIZ the Wizard wants to invest in the Familiar, a physical vessel for the Familiar & 12 hours of preparation & casting time

Range: Touch

Power Up: See description

Duration: Permanent

Availability: All Wizard Guilds and many tomes

Description: The first step in summoning a familiar is procuring a physical vessel for the Familiar's spirit to inhabit.

Familiars 1 by David UlleryAny non-sentient animal or homunculus may be used in the "Summon Familiar" spell, but it must be under the Wizards power during the spell and confined within a protective circle, triangle or pentagram for the duration of the spell. It is best if the animal is restrained or caged during the process.

After the physical form for the Familiar is secured the summoning spell can begin.

The mage then begins the spell to entreat a spirit to inhabit the body provided.

After many hours of searching and negotiation the mage then spends 5 points of STR or WIZ to place the willing spirit into the physical body.

Now the wizard must make a choice, the statistics of the Familiar are determined by the STR or WIZ the wizard invests into the Familiar.

The wizard can invest as little or as much of their remaining STR or WIZ as they like, (the 5 point spell cost does not count towards this). The wizard regains the points invested as for normal spell casting, but the points are forever tied to the Familiar.

The Familiar has two statistics, MR & WIZ ,which are determined at this time. For every point of STR or WIZ placed into the familiar it gains a point of MR & a point of WIZ.

The wizard can only draw on his personal STR/WIZ to cast this spell. Magical items cannot be used, and magical foci cannot reduce the cost.

As long as the Familiar is within 20' feet of the wizard, the wizard can use the Familiar's WIZ score as if it was his own. The Familiar's WIZ score regenerates at the same standard rate as wizards & rogues.

However should the familiar's body be killed the wizard not only cannot draw on its WIZ, but he loses the invested STR or WIZ until the familiar can be given a new body.

Example: Ranald the mage is a 4th level wizard with a WIZ score of 25 who has a large dog familiar with an MR:15/WIZ:15. Ranald sends his Familiar around a corner to investigate, unfortunately the familiar triggers a trap and is hit for 30 points of damage. Now until the familiar can be reincarnated Ranald has a WIZ of 10.

Familiars 2 by David UlleryThe wizard can communicate and command the Familiar telepathically - as long as it is in line of sight - and the Familiar should be considered intelligent enough to follow complex plans & make intelligent, independent decisions.

The familiar can use any special abilities the physical body had before it became occupied by the Familiar's spirit, however the MR is always determined by the STR or WIZ the casting wizard invests in the Familiar.

As to why the Familiar spirit agrees to serve the wizard: well for an immortal creature, serving a mortal wizard for a few years or even a few centuries is a small price to pay for permanently increasing its personal power.

The innocuous nature spirit that serves as your familiar today, may in 200 years time, and countless masters later become known as Thrag-Nar Lord of Stones and set up its own little elemental kingdom. Similar scenarios play out for the imps, spirits of the dead, & other ethereal creatures of magic who form pacts to become Familiars.

Optional Familiar Personality Table

Familiar Personality Generator:

Feel free to make up your own personality trait, alternatively, roll 3D6 and consult the following table:

  1. Bi-Polar: This Familiar swings back & forth from positive to negative. Depending on the Familiar's mental state it could be energetic & helpful or deeply depressed & hard to motivate.
  2. Romantic: Both in temperament & inclination this Familiar is a Romeo. In its free time it likes seeking amorous liaisons with members of its host bodies opposite sex.
  3. Unflappable: This Familiar has seen it all & was not impressed. No matter the weight of the situation the Familiar handles it with professional aplomb.
  4. Bumbling: This Familiar means well, truly it does. However it is just its nature to make mistakes & gaffs. Don't let it draw the protective pentagram!
  5. Mentor: This Familiar is an old hand at the wizardry game and has taken a liking to its new master. The familiar will look out for its wizard if possible, but sometimes its opinions can be unwanted.
  6. Doughty: Hardy & brave, this Familiar is up to the task. Although a bit hard headed, duty is its watchword and it will not be found wanting.
  7. Murderous: Although not directed towards its wizard by contract this Familiar is bloodthirsty. It will attempt to lead its contract holder into mayhem and loves violence in all its forms.
  8. Pessimist: Nothing lasts & everything goes wrong in the end, at least that's what this Familiar believes. While a willing worker this Familiar can't help spout pronouncements of doom & loudly feeling sorry for itself.
  9. Maternal/Paternal: This Familiar has adopted its wizard, for better or worse. At best, this Familiar will never abandon the wizard and will sacrifice itself unhesitatingly to save him. At worst, the familiar will try to run the wizard's life and no detail is too small to be commented on.
  10. Devious: This Familiar's mind is as twisted as a maze. While contract bound to its wizard this Familiar glories in intrigue & obfuscation. It will never do anything straightforward when it can be done circuitously; to it, obliqueness is its own reward.
  11. Tempestuous: This Familiar is temperamental & thrives on conflict, both with its wizard and with anyone who happens to cross its path. It will take the opposite side of an argument just to satisfy its desire for conflict.
  12. Curious: This Familiar is fascinated by the material world & all its eccentricities. Whether it is a new food or an unknown plant everything is worth investigation. This Familiar loves to work on new spells and travel to new places, but sometimes it disregards danger to seek out interesting curiosities.
  13. Greedy: All that is material is transitory, but don't bother telling that to this Familiar, whether gold, power or knowledge all are worth collecting. While it can only accumulate for its wizard it will attempt to influence him toward gaining greater power & wealth.
  14. Saccharin: A beam of sunshine on a cloudy day is how this Familiar likes to think of itself. Unfortunately the rest of the world tends to have a dimmer view on their attitude. No matter the situation this Familiar always has something upbeat to say & disapproves of violence & unpleasantness. Better hope you're not a necromancer.
  15. Jester: All the world is a stage & this Familiar likes it that way. Whether in the heat of battle or a quiet evening of study nothing lightens the mood like a little levity. Jokes, stories and horrible puns are the stock & trade of this Familiar.
  16. Curmudgeon: This familiar has been at the game for a long, long time and frankly they've seen it done better. Any request or plan is likely to be met with a long winded story of how it was done "In the good old days" or simply a sigh and a muttered "What has sorcery come to". To be fair the spirit can be a font of useful information, if you can keep from grumbling long enough to ask it.

Familiar Specific spells:

Get Back Here! / Reincarnate Familiar

Level: 2

Cost: 10 points, a new body & several hours of casting & preparation

Range: Touch

Power Up: None

Duration: Permanent

Availability: Most guilds & many tomes that include the "Summon Familiar" spell

Description: Used to place a slain contracted Familiar spirit into a new physical form. A new body for the familiar must be acquired, but it need not be of the same types as the Familiar was originally housed in.

It is possible that after the death of the Familiar the wizard may not have enough STR/WIZ to reincarnate the Familiar & must seek the aid of another wizard to help him in casting the spell. This can be very embarrassing for a wizard & other wizards may blackmail them for their silence and charge extortionate fees.

Sold My Soul to the Company Store / Increase Contract

Level: 3

Cost: 5 STR/WIZ + whatever further STR/WIZ the wizard wishes to invest*

Range: Touch

Power Up: None

Duration: Permanent

Availability: Most Wizards Guilds & many tomes that include the "Summon Familiar" spell.

Description: Used to increase the WIZ/STR investment between a wizard & his Familiar. The increase bumps up the Familiar's stats by however much more the investment is increased by.

*The wizard can only draw on his personal STR/WIZ to cast this spell. Neither magical items, foci nor the WIZ of the Familiar can be used.

It is a wise wizard who chooses not to invest their total STR/WIZ in case the familiar is slain.

See what I see? / Sense through Familiar

Level: 1

Cost: 4

Range: Special

Power Up: Double duration

Duration: 3 turns

Availability: Wizards Guilds and most tomes that include "Summon Familiar"

Description: This spell allows the wizard to access the Familiar's senses over any distance through the contract binding them together.

Hear Me now / Communicate Over Distance

Level: 2

Cost: 6

Range: Special

Power Up: Double duration

Duration: 1 turn

Availability: Most Wizards Guilds and most tomes that include "Summon Familiar"

Description: This spell allows two-way telepathic communication between the wizard and their Familiar over any distance.

Listen up! / Speak Through Familiar

Level: 3

Cost: 3

Range: Special

Power Up: Double duration

Duration: 1 turn

Availability: Most Wizards Guilds and some tomes that include "Summon Familiar"

Description: This spell allows the wizard to speak telepathically to anyone in the familiar's line of sight.

Move over I'm Driving! / Ride Familiar

Level: 4

Cost: 7

Range: Special

Power Up: Double duration

Duration: 2 turns

Availability: Some Wizards Guilds and a few tomes that include "Summon Familiar"

Description: This spell allows the wizard to temporarily place their mind in the Familiar's body and directly control it. While in the Familiar's body the wizard can cast most spells, although they can only access the Familiars WIZ score and if the Familiar is reduced to zero MR the wizard dies with the Familiar.

Say Hello to my Little Friend! / Cast Through Familiar

Level: 6

Cost: 10

Range: Special

Power Up: Double duration

Duration: 2 turns

Availability: Some Wizards Guilds and a few obscure tomes

Description: This spell allows the wizard to cast spells through the Familiar without having to inhabit its body. The wizard can use his own STR/WIZ to cast a spell or spells through the familiars' body. The wizard still has to be within 20' of the Familiar to access its WIZ.

Trading Up / Swap Familiar

Level: 4

Cost: 10 points, a different body & several hours of casting & preparation

Range: Touch

Power Up: None

Duration: Permanent

Availability: A few Wizards Guilds in larger cities & a few rare tomes

Description: This spell moves the Familiar's spirit from its current body into a new, suitable vessel. The Familiar's MR and WIZ are also transferred to the new vessel.

Just Add Water! / Create Familiar Homunculus

Level: 4

Cost: 15 points, some clay or other suitable material and a few days of preparation

Range: None

Power Up: None

Duration: 3 days or permanent if used in a "Summon Familiar" spell

Availability: A few Wizards Guilds in larger cities & in many alchemical tomes

Description: This spell creates a vessel for a familiar spirit to inhabit, mostly in the shape of small humanoids. If the Homunculus has wings it will be able to fly and it will be able to use any hands, tentacles or tails to good advantage. The MR of the Homunculus will still be determined by the "Summon Familiar" spell.

This article was first published in TrollsZine! Issue 3.

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