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Except for the types of familiars, the timing of the casting (must be under a full moon), and the cost for the ingredients (which is doubled to 2,000 gp), this is much the same as the wizard's find familiar spell. The necromancer uses a spe­cial table to determine what, if any, familiar arrives.

Imps and quasits will not serve a master of less than 4th level. If one arrives at the call of a necro­mancer of 1st to 3rd level, the creature will instead of serving agree to return when the necro­mancer is more powerful. In the meantime, the necromancer must find another familiar, for when the imp or quasit returns, it will kill and eat its predecessor to seal the bargain. The necro­mancer suffers the usual penalties for the death of the first familiar: a system shock survival roll is required and a point of Constitution lost.

1d20 Familiar Sensory Powers
1-3 black cat Excellent night vision and superior hearing
4-5 giant rat Superior olfactory power
6 frog Wide-angle vision
7 g. centipede Very sensitive touch
8 large spider Wide-angle vision
9 bat Very superior hearing
10 raven Excellent vision
11 imp Monstrous Manual
12 quasit Monstrous Manual
13-20 No familiar, cannot try again until next month.

An imp or quasit receives no bonus hit points based on the caster's level, nor does it waste away if separated from the necromancer. If it is killed, the necromancer suffers the standard penalties for loss of familiar.

Notes: Restricted to necromancers, who use this instead of the standard find familiar spell.

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