Dark Familiar
- SchoolConjuration/Summoning
- ComponentsV, S, M
- Range1 mile/level
- Area1 familiar
- Casting time2d12 hours
- DurationSoecuak
- SaveSpecial
This spell works only when cast on the Lower Planes. It's similar to the find famlliar spell, but it conjures a completely different kind of critter - either a quasit or an imp, depending on the alignment of the caster. Lawful bashers get an imp, chaotlc berks get a quasit, and neutral casters have a 50% chance of getting either.
The familiar is identical in all other respects to one gained through the standard spell. 'Course, a dark familiar has a great deal more power to offer its master, and a great deal more danger as well.
If the spellcaster is an evil mortal, the familiar will serve him but eventually corrupt the sod even more (or turn stag on him, or both). If a nonevil mortal casts dark familiar, the quasit or imp attacks the leatherhead as soon as it arrives. And even if the caster succeeds in killing the evil thing or driving it back to the Lower Planes. he suffers the standard penalties for the death of a familiar.
The material component for this spell is one of the caster's fingers (or a similar digit if the caster has no fingers), severed by a silver knife.
Sources: Hellbound: The Blood War Boxed Set