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Find Familiar

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Find Familiar summons a magical animal or extraplanar creature to act as the wizard's servant and companion.

The summoned familiar depends on the alignment of the caster of this spell. In the case that the alignment of the caster changes, the summoned familiar will also change when the caster casts this spell again with the new alignment.

{Note: This is one of the few spells that has different stats for all three games.}

In-game descriptionEdit

Find Familiar
This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he has no control over what sort of creature answers the summoning, if any at all come.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat his familiar well, for if the familiar should die, the caster loses the bonus Hit Points and half the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting him back at 12), loses 1 point of Constitution permanently (which my cause additional Hit Point loss), and takes 4 damage.


LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon

Baldur's Gate Shadows of Amn Throne of Bhaal
Hit Points 12 24 48
Armor
Class
0 -2 -2
Magic Resistance 35% 50% 50%
Combat
Abilities
2 attacks per round at 15 THAC0
for 1d3 damage
2 attacks per round at 13 THAC0 for 1d3 damage,
save vs. Death or be rendered unconscious for 2 turns
Special
Abilities
Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon

Baldur's Gate Shadows of Amn Throne of Bhaal
Hit Points 12 24 48
Armor Class 6 4 0
Magic Resistance 15% 32% 45%
Combat Abilities 2 attacks per round at 15 THAC0
for 1d2 damage
2 attacks per round at 13 THAC0
for 1d2 damage
Special Abilities Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification. Can cast Mirror Image and Invisibility, 10' Radius once per day. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret

Baldur's Gate Shadows of Amn Throne of Bhaal
Hit Points 12 24 48
Armor Class 2 0 -4
Magic Resistance 35% 50% 65%
Combat Abilities 2 attacks per round at 15 THAC0
for 1d3 damage
2 attacks per round at 13 THAC0
for 1d2 damage
Special Abilities Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification. Has 75% in Pick Pockets, 40% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

NEUTRAL: Rabbit

Baldur's Gate Shadows of Amn Throne of Bhaal
Hit Points 12 24 48
Armor Class 3 1 -4
Magic Resistance 45% 65% 65%
Combat Abilities 2 attacks per round at 15 THAC0
for 1d2 damage
2 attacks per round at 13 THAC0
for 1d2 damage
Special Abilities Has 20% in Hide in Shadows/Move Silently and 40% in Detect Traps. Has 75% resistance to fire, cold, and electricity. Has 30% in Hide in Shadows/Move Silently and 50% in Detect Traps. Has 75% resistance to fire, cold, and electricity.

CHAOTIC NEUTRAL: Cat

Baldur's Gate Shadows of Amn Throne of Bhaal
Hit Points 12 24 48
Armor Class 2 0 -4
Magic Resistance 35% 50% 65%
Combat Abilities 2 attacks per round at 15 THAC0
for 1d3 damage
2 attacks per round at 13 THAC0
for 1d3 damage
Special Abilities Has 15% in Pick Pockets and 65% in Hide in Shadows/Move Silently. Immune to level drain, sleep, and petrification. Has 30% in Pick Pockets and 99% in Hide in Shadows/Move Silently. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp

Baldur's Gate Shadows of Amn Throne of Bhaal
Hit Points 9 18 48
Armor
Class
4 2 -2
Magic Resistance 15% 25% 35%
Combat Abilities 1 attack per round at 17 THAC0
for 1d6 damage
1 attack per round at 15 THAC0
for 1d6 damage
Special Abilities Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL EVIL: Dust Mephit

Baldur's Gate Shadows of Amn Throne of Bhaal
Hit Points 12 24 48
Armor Class 8 6 -2
Magic Resistance 10% 10% 35%
Combat Abilities 2 attacks per round at 15 THAC0
for 1d2 damage
2 attacks per round at 13 THAC0
for 1d2 damage
Special Abilities Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification. Has 100% resistance to fire and 50% resistance to slashing, piercing, and missile damage. Can cast Glitterdust once per day and Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit

Baldur's Gate Shadows of Amn Throne of Bhaal
Hit Points 12 24 48
Armor Class 4 2 -2
Magic Resistance 15% 25% 35%
Combat Abilities 2 attacks per round at 15 THAC0
for 1d6 damage
3 attacks per round at 13 THAC0
for 1d6 damage
Special Abilities Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round. Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round.

Where to obtain its scrollEdit

Baldur's GateEdit

Baldur's Gate II: Shadows of AmnEdit

Baldur's Gate II: Throne of BhaalEdit

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