Level
3rd
Casting Time
4 Hours Ritual
Range/Area
10 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

Using your understanding of the arcane you improve the base stats and appearance of your familiar.  Incense is burned while drawing the arcane symbols use in the casting of this spell while your familiar bathes in a solution made of uncommon herbs suspended in alcohol.  At the completion of the casting make an arcana skill check to determine the level of success. 

DC 10 = 1 success points; DC 15 = 2 success points; DC 20 = 3 success points; DC 21+ = 4 success points

Failure to obtain at least one success point means the spell has failed and the components are lost.  The caster suffers 2 levels of exhaustion upon this failure from the magical backlash.

Success points are spent to modify the familiar in the following ways:

Cost 1 success point per option

  •  increase natural AC by +2
  • increase movement speed by 10ft
  • increase HP by +5 (on a short rest you can spend your HD to heal your familiar)
  • use a bonus action to allow familiar to take the Attack action

Cost 2 success points per option

  • increase familiar size by one size category
  • gains shapechange ability.  Can turn into a bipedal quasi humanoid form that retains characteristic features of its base form but now has arms with opposable thumbs

Cost 4 success points per option

  • familiar gains access to one cantrip that is known to the caster and does not require an attack roll. it can cast it 3/day

 

A familiar can only have each option on it once, so there is no stacking of AC, health, and the like.  If an option that is already on a familiar is select to be placed on the familiar the option fails to take hold and the success point is wasted.  The caster suffers 1 level of exhaustion for each point lost in this way.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It loses any enhancements made to it by this spell if it disappears in this way or if you choose to dismiss it forever.

Your familiar retains its base abilities in addition to the ones added by the casting of this spell.  It still acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands in combat, it takes the Dodge action and uses its move to avoid danger.

* - (50 gp worth of charcoal and incense. 15gp of uncommon herbs mixed with at least 25gp worth of spirits. All are consumed by the casting of the spell.)

Spell Tags: Summoning

Available For: Wizard (Legacy)

Nartan_Ja_Tala

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