Find Companion
- SchoolConjuration/Summoning
- SphereAnimal
- ComponentsV, S, M
- Range1 mile/two levels of caster
- Area1 animal companion
- Casting time1 hour
- DurationSpecial
- SaveSpecial
(See also: Locate Spells)
Faiths & Avatars Version
This spell is similar to the 1st-level wizard spell find familiar, but it is in some respects more powerful. Priests casting this spell are attempting to summon animals for aid and companionship. Like wizards, priests can each have only one companion at a time, and they have no control over what creatures answer the spell call unless they couple find companion with an animal summoning.
No matter the creature summoned, it has greater Intelligence and a longer life span than others of its kind. Priest companions have an Intelligence of 4 or 5. Priests gain the heightened senses of their companion, granting them a +1 bonus to all surprise rolls.
Priests are linked to the animal companion telepathically and can give it directions telepathically or verbally. In return, the priests can understand the thoughts and sounds of their animal companion as if they were using a speak with animals spell.
If the companion is separated from its linked priest by more than a mile for more than one day, it loses 1 hit point a day until it dies.
Unlike a wizard's familiar, a priest's companion does not gain the priest's saving throws. Further, the priest does not suffer physical damage if the companion dies.
Priests can attempt to find a companion once a month until they are successful. The process involves an hour-long prayer session in which a priest must ask his or her deity for a companion and burn 100 gp worth of incense during the process. (At this point, roll 1d20 on the table below.) Immediately after the spell is completed, a priest knows if she or he was successful. The companion arrives at the spot the spell was cast within Id4 hours if the spell was successful.
Priest's Spell Compendium Version
This spell is similar to the 1st level wizard spell find familiar, but it is in some respects more powerful. A priest casting this spell is attempting to summon an animal for aid and companionship. A priest can have only one companion at a time, and has no control over what creature answers the spell call unless animal summoning is also cast.
No matter the creature summoned, it has greater Intelligence and a longer life span than others of its kind. Priest companions have an Intelligence of 4 or 5. A priests gains the heightened senses of the companion, receiving a +1 bonus to all surprise rolls.
The priest is linked to the animal companion telepathically and can give it directions telepathically or verbally. In return, the priest can understand the thoughts and sounds of the companion as if using a speak with animals spell.
If the companion is separated from its linked priest by more than a mile for more than one day, it loses 1 hit point a day until it dies.
Unlike a wizard's familiar, a priest's companion does not have the priest's saving throws. However, the priest does not suffer physical damage if the companion dies.
A priest can try to find a companion once a month until successful. The process involves an hour-long prayer session in which a priest asks the patron deity for a companion and burns 100 gp of incense during the process. (At this point, roll 1d20 on the table.) Immediately after the spell is completed, a priest knows if the casting was successful. The companion arrives at the casting spot within 1d4 hours if the spell was successful.
If the priest strikes the companion or withholds its food, the spell ends, at which time the companion is no longer held and can freely depart. That type of animal won't ever again become a companion to that priest.
A priest's companion typically has 3d4 hit points plus 1 hit point per level of the summoning priest and an Armor Class of 7.
Notes: Granted by the evil god Malar the Beastlord of the Forgotten Realms setting.
Companion Table Die Roll | Companion | Sensory Powers ---------+-----------------------+---------------- 1-3 | Wild Dog | Smell, hearing 4-6 | Eagle | Distance vision 7-9 | Wild Boar | Smell, hearing 10-12 | Fox | Smell, hearing 13-15 | Giant Rat | Night vision 16-18 | Badger | Smell 19-20 | No companion in range |
Companion Table
| Die Roll | Companion | Sensory Powers |
|---|---|---|
| 1-3 | Wild Dog | Smell, hearing |
| 4-6 | Eagle | Distance vision |
| 7-9 | Wild Boar | Smell, hearing |
| 10-12 | Fox | Smell, hearing |
| 13-15 | Giant Rat | Night vision |
| 16-18 | Badger | Smell |
| 19-20 | No companion in range |
Sources: Faiths & Avatars · Priest's Spell Compendium