Find Companion
- SchoolConjuration/Summoning
- ComponentsV, S
- Range1 mile/level
- AreaOne creature
- Casting timeEight hours
- DurationSpecial
- SaveNone
(See also: Locate Spells)
This enchantment is similar to the first level spell find familiar; however, it brings to the caster an animal companion with enhanced abilities. The creature attracted benefits a wizard by conveying its sensory powers to its master, conversing with him, and serving as a guard, scout, or spy. A wizard can have only one animal companion at a time, though he also can have a normal familiar drawn by the first level spell.
The animal companion enters into a magical bond with the wizard and will no longer age at the rate a similar normal animal would. The animal lives as long as its wizard mentor–unless it is killed earlier by spells, physical attacks, or neglect. In addition, like a familiar, the animal companion gains the saving throws of its wizard-mentor. The wizard gains an empathic link with the animal and can issue it mental commands at a distance of up to 10 miles.
Because it is enhanced through the casting of the find companion spell, such an animal usually has more hit dice and a better Armor Class than a creature like it would normally possess. Its hit points are improved also. In addition to rolling hit points based on the animal's hit dice, a number of hit points are added equal to the caster's level – to a maximum of 20. For example, a 7th-level wizard with a badger companion would add 7 hit points to the creature's total. A 9th-level wizard would add 9.
Wizards can call upon these creatures to perform various tasks and missions and can rely upon their innate magical abilities. Smarter than a natural creature, companions easily can carry out basic orders and can understand when their masters are in danger. All animal companions initially have a Neutral alignment. Through association with the wizard, however, the companion assumes the same alignment as its master.
If the companion is separated from its wizard mentor by more than 50 miles, the wizard loses one hit point a day until he dies (at which time the companion also dies) or until the companion returns to within the 50-mile radius. These improved familiars gain the saving throws of their wizard-masters.
If the companion is killed, the wizard must successfully roll an immediate system shock check or lose two levels of experience. If the check is successful, the wizard loses one level of experience.
Companions vary in power and abilities, and the type of companion gained is random. Roll 1d20 and consult the following chart:
1 Raccoon | 11 Monkey -----------------+-------------- 2 Badger | 12 Snake 3 Winged serpent | 13 Stag 4 Rat | 14 Otter 5 Spider | 15 Fox 6 Iguana | 16 Wolf 7 Talking owl | 17 Horse 8 Falcon | 18 Cooshee 9 Vulture | 19 Brown bear 10 Bat | 20 Cheetah
Badger: HD 2+1; AC 3; THAC0 19; #AT 3; Dmg l–3/1–3/1–4; MV 9, burrow 6; SZ S
A sturdy burrowing animal with thick hair, a badger is a loyal and fierce companion. A wizard who has this animal as a companion develops a patch of white hair at the top of his head, just as a badger has a patch of white hair on the top of its head. Some wizards cover up this patch so others will not learn about the presence of a badger companion.
A badger companion, once a day, can add 15 bonus hit points to its wizardmaster and confer to its master an AC of 3. The Armor Class benefit does not apply if the wizard already has an AC of 3 or better. This is done at the wizard's request or if the badger senses its master is in serious danger. The added hit points and Armor Class remain for six turns (one hour). The badger does not lose any of its hit points, nor does its Armor Class worsen in the process.
Bat: HD 1+2; AC 7; THAC0 20; #AT 1; DMG 1–3; MV 1; FI 24 (B); SZ T
A bat companion is small and has a wingspan of 6”–1'. Bats come in shades of gray, brown, and black, and their wizard companions' hair quickly matches the hue of the bats' leathery wings. A bat companion is loathe to be about during the day – unless in an underground setting. During the daylight, its movement rate is cut in half. At night, because of its sonar, it has the equivalent of infravision to 120' and can ignore the effects of fog and magical darkness. Once an evening, it allows its wizard-master to fly with a movement rate of 12 (B), and to transform himself into a bat with a flying rate of 24 (B). These abilities last for 1d6 +2 turns (30 to 80 minutes).
Brown bear: HD 5+5; AC 5; THAC0 15; #AT 3; Dmg 1–6/1–6/1–8; SA hug; MV 12; S L
An aggressive hunter that stands 9' tall, a bear companion gifts its master with the hunting proficiency at a score of 18. This companion animal has such keen senses that three times a day he can detect illusions within a 30' radius. This information can be readily passed to its wizard-master. A wizard with this companion grows long, thick, shaggy hair.
Cheetah: HD 4; AC 4; THAC0 16; #AT 3; Dmg 1–3/1–3/1–8; SA rear claws 1–3 each; SD surprised only on a 1; MV 15, sprint 45; SZ M
A sand-colored cat that stands 4'–42' tall, the cheetah is a skilled hunter that can naturally camouflage itself. It is surprised only on a 1. Unless springing to the attack, it has a 90% chance to go unseen in woodland settings, an 80% chance in farmlands or plains, and a 70% chance in shadowy buildings or underground areas. The cheetah possesses the following nonweapon proficiencies: hunting (15), tracking (16), and survival (16). When its wizard- master is within 30' of it in an outdoor setting, the effect is as if the wizard was wearing a cloak of elvenkind. Further, while the wizard is within 10' of the cat, he is surprised only on a 1. The wizard companion develops cat's-eyes.
Cooshee: HD 4+3; AC: 4; THAC0 16; #AT 3; Dmg 1–4/1–4/2–8; MV 15, sprint 45; SZ M
Recognized as an elven dog, the cooshee only barks to warn its wizardmaster of danger. A cooshee companion can puss without truce at will, as per the 1st level priest spell, and allows its wizard to do the same once a day. In addition, the dog has infravision to 90' can detect secret or concealed doors on a 1–2 on a six-sided die, can move silently in any woodland setting, and has the tracking nonweapon proficiency at a score of 18. A cooshee companion has a very magical nature, and once a day it can identify wizards within a 60' radius. A wizard who has this animal for a companion has brown patches on his back.
Falcon: HD 2; AC 4; THAC0 19; #AT 3; Dmg 1–3/1–3/1–3; MV 1, fly 36 (B); SZ S
Small, maneuverable birds of prey, falcons form fast bonds with their masters. Like the falcon, the wizard gains a taste for raw meat and periodically has an urge to hunt for his dinner. A falcon companion, once a day, allows its master to cast a 1st, 2nd, or 3rd level spell through it. For example, a wizard with a falcon flying high overhead could cast a magic missile or a web at a foe that would otherwise be out of the wizard's range.
Fox: HD 2; AC 6; THAC0 19; #AT 1; Dmg 1–6; MV 15; SZ S
A member of the dog family, foxes are noted for their bushy tails and large erect ears. A wizard who gains a fox companion also gains a slight point to his ears, making others suspect that there is a hint of elvish blood in his lineage. Elves gain an even more pronounced point to their ears. Especially clever and quick, foxes bestow improved movement, so that the wizard has a maximum normal movement rate of 15.
Three times a day a fox companion is able to dimension door into trees and bushes, similar to the way a dryad can dimension door into an oak tree. The fox can stay in a tree or bush as long as it or its wizard-master desires. Once a day the fox can confer one of its dimension door uses to its master. However, the wizard can stay inside a tree for only up to eight hours. At the end of that time, the wizard finds himself expelled from the tree.
Horse: HD 4+4; AC 6; THAC0 16; #AT 2; Dmg 1–8/1–8; MV 15, gallop 30; SZ L
A companion horse is large and muscular, an impressive mount that is tremendously loyal to its master. It can travel long distances without tiring, and it can fend for itself, feeding on plants and grasses – even locating food for its master, if necessary.
Twice a day, at its master's request, a companion horse can determine how many spells remain in a designated wizard's memory. However, it cannot determine the levels or kinds of spells. A wizard with this companion comes to favor apples, oats, and sugar.
Iguana: HD 2; AC 6; THAC0 19; #AT 1; Dmg 1–4; MV 9, climb 6; SZ S
A large herbivorous green lizard with a dorsal crest, an iguana companion perhaps best serves as a guard for its wizard master or his home and treasures. A wizard who attracts this animal through the find companion spell quickly loses an appetite for meat. Like his iguana companion, the wizard now prefers fruits and vegetables.
Once a day, an iguana can be commanded to guard an object or individual. If the object or individual is threatened, the iguana changes form to defend its charge. It retains this new form for 3d4 turns (30 minutes to two hours): HD 6; AC 0; THAC0 13; #AT 1; Dmg 4–16; MV 18, climb 12; S M. In addition, once a day the iguana can cast a strength spell upon its master. The spell grants the wizard 1d4 additional points of Strength, which lasts six turns (one hour).
Monkey: HD 2+1; AC 7; THAC0 19; #AT 1; Dmg 1–3; MV 9, climb 9; SZ S
A small primate with a long tail, a monkey is fiercely loyal to its master. The wizard with this companion prefers to eat fruits, nuts, and the occasional insect. The wizard gains the ability to climb trees at 90% and to climb walls at 50%.
Twice a day, the monkey can call upon an innate jump ability, as per the spell, with each session lasting 10 rounds and allowing him to travel much farther than would normally be possible. Also twice a day, the monkey grants to its master the ability to speak with monkeys, as per the speak with animals spell. Each use of this ability lasts 1 turn.
Otter: HD 2; AC 4; THAC0 19; #AT 1; Dmg 1–3; MV 12, swim 18; SZ S
Having webbed and clawed feet and dark brown fur, an otter companion is a fast and agile swimmer that gifts its master with the swimming proficiency at a score of 18 and a swimming movement rate of 12. A wizard with such a companion has no desire to eat red meat. He prefers fish above all other foods – raw or cooked – and goes out of his way to dine on freshwater fish.
Twice a day, an otter companion can breathe water as if it were air for up to four hours at a time. If it desires, or if the wizard requests it, the otter can bestow one of those water-breathing uses upon its master.
Raccoon: HD 2; AC 8; THAC0 19; #AT 1; Dmg 1–4; MV 9, swim 9; SZ S
A small, flesh-eating mammal with a bushy, ringed tail, the raccoon bestows on its wizard master a 40% chance to climb walls and an 80% chance to climb trees. Like his animal friend, the wizard prefers to eat meat – and only eats vegetables or fruit when there is no meat available. The raccoon is a timid animal and only ventures into dangerous terrain when commanded.
Raccoons see well in darkness, and once a day – at its master's request – it can grant the wizard infravision to 60'. This ability lasts 1d4 hours. If its master already possesses infravision, the raccoon increases its master's infravision range by 25% during this time.
Rat: HD 2; AC 6; THAC0 19; #AT 1; Dmg 1–3; MV 15, swim 6; SZ T
A small gnawing mammal with white, brown, or black fur, a rat serves as an excellent spy. A wizard with this creature as his animal companion quickly learns that his hair matches the color of his companion rat.
Once a day, the rat can assume gaseous form for one hour. If the rat does not assume gaseous form at all during the course of a day, it can instead confer upon its master the ability to turn gaseous. This request must be made by the wizard.
Snake: HD 3+1; AC 5; THAC0 18; #AT 2; Dmg 1–3 (bite)/1–3 (constrict); MV 9; SZ S
A 5'–6' long constrictor, the snake causes its wizard-master's tongue to thin slightly and to fork. The wizard gains a permanent +2 bonus to saving throws vs. snake poison.
Twice a day, the snake can transform itself into a wooden staff. Each transformation lasts up to two hours. If used as a weapon, the staff inflicts 1d6 hp damage. The staff has the snake's Armor Class and can withstand the snake's hit points in damage before it – and the snake – are destroyed. Once a day the wizard can meld form with the snake, though not while it is a staff. During the meld, the snake assumes the wizard's hit points and movement rate. The wizard cannot cast spells while melded with the snake. The meld lasts 1d4 +4 turns (50–80 minutes), with the wizard being able to break the meld earlier.
Spider: HD 1; AC 7; THAC0 20; #AT 1; Dmg 1–2; MV 12, web 9; SZ T
The smallest of animal companions, the spider is roughly 2”–3” across. Attracting this creature through the find companion spell causes the wizard's eyes to become black and glossy. Those looking closely at him see the faint outline of a spider in the center of his pupils. A spider is small enough to slip into most places unseen, acting as an excellent information-gatherer for its master.
Three times a day the spider can confer upon the wizard the spider climbing ability, as per the spell. The duration of each use is 1–3 turns (10–30 minutes), and the wizard must communicate his desire for the ability. In addition, the wizard gains a +2 to his saving throws if a web spell is cast in his vicinity.
Stag: HD 4+2; AC 6; THAC0 17; #AT 1; Dmg1–8; MV24; SZ M
As tall as a horse, though lacking some of the bulk, the stag is an elegantlooking companion. It can be used as a mount by an unarmored wizard-master. Three times a day, at its master's request, a stag can determine the alignment of a designated individual who is within 60 yards. The wizard with this companion grows twin nubs on the top of his head, roughly where antlers would be on a stag's head.
Talking owl: HD 3+2; AC 2; THAC0 18; #AT 1; Dmg 1–4/1–4/1–2; MV 1 fly 36 (B); SZ S
A diminutive bird of prey with a large head and a small hooked bill, the owl can fly at any time of the day, though it is clear the bird prefers to be about in the evenings. Its master soon feels more at ease when the sun sets, and he acquires a taste for small rodents. A talking owl speaks the language of its master, plus six additional tongues.
The bird can detect good at will six times a day. However, if it forgoes any of the uses of that ability in a day, it can transfer them to its wizard-companion. For example, if a talking owl decided not to use its detect good ability during the course of a day, it could grant its master six uses of the detect good spell. The owl is immune to the following spells: cause fear, charm person, command, friends, hypnotism, forget, hold person, ray of enfeeblement, scare, and fear.
Vulture: HD 2+1; AC 5; THAC0 19; #AT 1; Dmg 1-4; MV 3, fly 27 (E); SZ M
Scavengers with bodies roughly 2' long and wingspans of up to 7', vultures are far from the most attractive of animal companions. They have greasy-looking blue and black feathers over their bodies, save for their heads, which are bald and pink-skinned. A wizard with such a companion also is bald. Because vultures have a knack for finding dead creatures, three times a day they can detect undead: within a 120' radius. They suffer only half-damage from physical attacks of undead creatures, and they ignore the following effects caused by undead aging, level draining, fear, mummy rot, and paralyzation. A vulture bestows upon its companion the ability to ignore one aging or one level-draining attack per day. For example, a wizard with a vulture companion would ignore the first attack from a vampire that would normally cause a loss of two experience levels. However, a second attack by the undead would result in the level drain.
Winged serpent: HD 4+4; AC 5; THAC0 15; #AT 1; Dmg 14; MV 12, fly 18 (B); SZ L
Colorful snakes with hues of green, blue, purple, yellow, and orange, these companions are 8'–10' long and have wingspans of 10'–15'. The bite of a winged serpent is venomous, inflicting 1–4 hp damage the first round and 2–8 hp damage the following two rounds, save vs. poison for half damage. Three times a day the serpent can use a breath weapon, which consists of a cloud of dancing sparks 10' in diameter. All those within the cloud suffer 2–16 hp damage, save for one-half, and the sparks ignite exposed flammable materials. The serpents are especially vulnerable to firebased attacks, suffering a –2 saving throw. If they fail their saving throw against a fire attack, its wings are incinerated. The serpents cannot use their breath weapon while wingless. The serpents are immune to all electrical attacks, and they are able to regenerate their wings in 1–3 days. If they tuck their wings in close to their bodies they can spider climb at will. Once per day the serpent can transfer its breath weapon to its master. The wizard with this companion must spend 100 gp a month on special fruits and nuts for the winged serpent. After a few months in the company of this creature, the wizard's diet starts to mirror the serpent's.
Wolf: HD 4; AC 6; THAC0 17; #AT 1; Dmg 2–5; MV 38; SZ S
Standing between 3'–4' high at the shoulder, this companion confers upon its wizard-master a permanent +1 bonus to saving throws vs. charm attacks. The wolf also enjoys this benefit. In addition, twice a day the animal can turn itself into a worg with these statistics: HD 5; AC 5; THAC0 16; #AT 1; Dmg 2–8; MV 18; SZ M (4'–7'). The form lasts 2d4 turns.
When in the presence of its wolf companion, the wizard is able to speak with wolves, as a speak with animal spell. A wizard with a wolf companion becomes almost exclusively a meat eater.
| 1 Raccoon | 11 Monkey |
|---|---|
| 2 Badger | 12 Snake |
| 3 Winged serpent | 13 Stag |
| 4 Rat | 14 Otter |
| 5 Spider | 15 Fox |
| 6 Iguana | 16 Wolf |
| 7 Talking owl | 17 Horse |
| 8 Falcon | 18 Cooshee |
| 9 Vulture | 19 Brown bear |
| 10 Bat | 20 Cheetah |
Sources: Dragon Magazine