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Spellbook
By James Wyatt

Have
the usual familiars available to spellcasting characters become a little,
well, too familiar? To liven things up in your campaign, we're
offering three new familiar spells to finish out the year. Add them to
your heroes' repertoires and watch the double-takes these faithful friends
elicit! This month, the second spell of the trilogy, elemental familiar,
provides a companion that's far from basic.
Elemental
Familiar
Transmutation
Level: Sor/Wiz
3
Components:
V, S, M, XP
Casting Time:
10 minutes
Range:
Touch
Target:
Living creature touched
Duration:
Instantaneous
Saving Throw:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
In order
to cast this spell, you must have a familiar. When you cast the spell,
the target creature becomes a Tiny air, earth, fire, or water elemental,
as detailed below. You choose what type of elemental the creature becomes.
The creature retains its basic shape, but it is in every way an elemental,
not an element creature (as described in Manual
of the Planes).
You lose
any special ability the familiar previously granted to you (such as the
+2 bonus to Move Silently checks bestowed by a cat familiar). However,
you gain a replacement special ability, depending on the type of elemental
your familiar becomes:
Air -- Master
gains a +2 bonus to Initiative checks (stacks with Improved Initiative).
Earth -- Master
gains +1 natural armor.
Fire -- Master
gains a +3 resistance bonus to saving throws against fire attacks.
Water -- Master
gains a +1 resistance bonus to Fortitude saving throws.
Only
a limited wish, miracle, or wish or similar magic can restore
a transmuted familiar to its original state. Otherwise, the familiar remains
an elemental forevermore. You cannot cast this spell on another character's
familiar. Most creatures consider the transformation harmless and beneficial,
but if the creature decides to resist, a successful Fortitude save negates
the spell.
Material Component:
A small quantity of air, earth, fire, or water, depending on the elemental
type the creature is to become.
XP Cost: 500
XP.
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Tiny
Air Elemental |
Tiny
Fire Elemental |
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Tiny
Elemental (Air) |
Tiny
Elemental (Fire) |
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Hit Dice:
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1d8 (4 hp)
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1d8 (4 hp)
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Initiative:
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+6
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+5
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Speed:
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Fly 100 ft. (perfect)
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50 ft.
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AC:
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16 (+2 size, +2 Dex, +2
natural)
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15 (+2 size, +1 Dex, +2
natural)
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Attacks:
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Slam +4 melee
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Slam +3 melee
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Damage:
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Slam 1d3-1
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Slam 1d3-1 and 1d3 fire
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Face/Reach:
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2 1/2 ft. by 2 1/2 ft./0
ft.
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2 1/2 ft. by 2 1/2 ft./0
ft.
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Special Attacks:
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Whirlwind
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Burn
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Special Qualities:
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Air mastery, elemental
traits
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Elemental traits, fire
subtype
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Saves:
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Fort +0, Ref +4, Will
+0
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Fort +0, Ref +3, Will
+0
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Abilities:
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Str 8, Dex 15, Con 10,
Int 4, Wis 11, Cha 11
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Str 8, Dex 13, Con 10,
Int 4, Wis 11, Cha 11
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Skills:
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Hide +10, Listen +4, Spot
+4
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Hide, +9, Listen +4, Spot
+4
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Feats:
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Flyby Attack, Improved
Initiative, Weapon Finesse (slam)
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Improved Initiative, Weapon
Finesse (slam)
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| Climate/Terrain: |
Any
land and underground |
Any
land and underground |
| Organization: |
Solitary |
Solitary |
| Challenge
Rating: |
1/2 |
1/2 |
| Treasure:
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None |
None |
| Alignment:
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Usually
neutral |
Usually
neutral |
-
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Tiny
Earth Elemental |
Tiny
Water Elemental |
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Tiny
Elemental (Earth) |
Tiny
Elemental (Water) |
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Hit Dice:
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1d8+1 (5 hp)
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1d8+1 (5 hp)
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Initiative:
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1
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+0
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Speed:
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20 ft.
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20 ft., swim 90 ft.
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AC:
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16 (+2 size, 1 Dex, +5
natural)
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16 (+2 size, +4 natural)
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Attacks:
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Slam +4 melee
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Slam +3 melee
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Damage:
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Slam 1d3+3
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Slam 1d3+1
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Face/Reach:
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2 1/2 ft. by 2 1/2 ft./0
ft.
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2 1/2 ft. by 2 1/2 ft./0
ft.
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Special Attacks:
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Push
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Water mastery, drench,
vortex
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Special Qualities:
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Earth mastery, elemental
traits
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Elemental traits
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Saves:
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Fort +3, Ref 1, Will +0
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Fort +3, Ref +0, Will
+0
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Abilities:
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Str 15, Dex 8, Con 13,
Int 4, Wis 11, Cha 11
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Str 12, Dex 10, Con 13,
Int 4, Wis 11, Cha 11
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Skills:
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Hide +7, Listen +4, Spot
+4
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Hide +8, Listen +4, Spot
+4
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Feats:
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Power Attack
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Power Attack
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| Climate/Terrain: |
Any
land and underground |
Any
land and underground |
| Organization: |
Solitary |
Solitary |
| Challenge
Rating: |
1/2 |
1/2 |
| Treasure:
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None |
None |
| Alignment:
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Usually
neutral |
Usually
neutral |
A Tiny
air elemental is 2 feet tall and weighs 1/4 pound. A Tiny earth elemental
is 2 feet tall and weighs 20 pounds. A Tiny fire elemental is 2 feet tall
and weighs 1/4 pound. A Tiny water elemental is 2 feet tall and weighs
8 pounds.
Elemental Traits:
Immune to poison, sleep, paralysis, and stunning; not subject to critical
hits or flanking; darkvision 60 ft.; cannot be raised or resurrected (though
a wish or miracle spell can restore life).
The special
attacks of Tiny elementals conform to the information given for elementals
of their subtype in the Monster Manual, except as specified. The
save DC against the Tiny air elemental's whirlwind is 9, the damage is
1d3, and the whirlwind's height is 10 feet. The save DC against the Tiny
fire elemental's burn is 10. The save DC against the Tiny water elemental's
vortex is 11, the damage is 1d3, and the vortex's height is 10 feet.
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