Item Familiar Quesions [Archive] - Wizards Community

Post/Author/DateTimePost
God of Slivers

03-16-04, 06:29 PM
I have a few quick questions about the item familiar that I need answers too, so any help would be appreciated.

How many spell slots can you invest in an item familiar?

When you choose the spell use special ability does the item only have access to the one (or more?) spell slot(s) that you invested it it, or does it have access to all of yours? If not, does it have access to the bonus slot that it grants you? If you can only invest one slot (previous question) then this seems like a fairly weak special ability.

Lets say that I'm a sorcerer and I want to improve my item familiar. It says that I don't need to have the item creation feats to enhance it, but do I need the spells required? What if I'm a fighter? Can they enhance the item familiar, or do they need to have a wizard do it?
DragonWatcher

03-17-04, 07:25 PM
pg. 171 - A character with an item familiar may choose to invest a single spell slot in her familiar...

You can only invest one.

The item familiar can, indeed, only cast the spell that is stored in the bonus slot. So, if you store fireball in your bonus spell slot from the item familiar, then the item can only cast that particular fireball. It can only cast once per day.

As to your last question, you do not need the appropriate item creation feats, and it also says nothing about needing the requisite spells. It strictly says that all you need to do is spend the gp and XP to improve your item familiar.

Now, this is just my interpretation of what's printed (and there will likely be someone out there that disagrees), but to me that's one of the benefits of having an item familiar. Yes, a fighter with cash and XP to burn can improve his own item familiar and make it flaming, add enhancements, or even Vorpal (if your DM allows this... :twitch: ).

I, for one, love the item familiar idea, and don't think that any part of it (including the restrictions on the spellcasting ability) is underpowered... in fact, the opposite could be argued. I mean, the spellcasting ability basically allows a spellcaster to once per day cast 2 spells in the same round (since it's a free action to order your familiar to cast it's spell). That said, I don't feel that it's too unbalancing either. To me it's just what I've been looking for to give my players the chance to bond to an item and give it meaning to them as the game evolves. :D

Cheers!
PeteRR

09-02-04, 04:40 PM
I dug all the way down to page 19 to find a thread that answer's this question. Is it true all you need to do is expend the xp and gp to upgrade you're IF? I read it that way also.


As to your last question, you do not need the appropriate item creation feats, and it also says nothing about needing the requisite spells. It strictly says that all you need to do is spend the gp and XP to improve your item familiar.

Now, this is just my interpretation of what's printed (and there will likely be someone out there that disagrees), but to me that's one of the benefits of having an item familiar. Yes, a fighter with cash and XP to burn can improve his own item familiar and make it flaming, add enhancements, or even Vorpal (if your DM allows this... :twitch: ).