Spell Advice

Post/Author/DateTimePost
#1

onceMoreIntoBreech

Aug 20, 2014 19:02:40

Here's what I'm looking to do with a spell: animate a skeleton as a familiar instead of having a spider or snake or whatever.

 

Here's what I'm thinking:

 

A level 3 spell (ritual) that imbues a set of bones with the spirit of a familiar. The familiar replaces a level 1 familiar or any other familiar (can't have multiple familiars) with an animated skeleton or zombie (like the Animate Dead spell, but with a familiar). It functions exactly like the level 1 Find Familiar spell, but with the Animate Dead component the familiar becomes much more resilient.

 

Thoughts?

#2

Whir

Aug 20, 2014 19:11:34

I think normally the Find Familiar spell only lets you have CR 0 creatures, right? Skeletons are CR 1/4 and can actually do damage with attacks. That would be my only problem with it. As a DM, I would probably let it go though -- I love flavor!

#3

iserith

Aug 21, 2014 6:15:50

As long as the skeleton was no better than the familiars described in the Find Familiar spell, I would have no issue with a player using a skeleton instead fo the animals that are listed. It's just a bit of reflavoring.

#4

onceMoreIntoBreech

Aug 21, 2014 7:00:20

Whir wrote:
#5

iserith

Aug 21, 2014 7:20:33

Is this a spell for a player to use?

#6

DwarfLordSeven

Aug 21, 2014 7:45:37

I would suggest probably higher level than animate dead, since the spell will be more powerful (possibly 4th/5th), with the additional abilities of permanence, delivering touch attacks, and seeing through its eyes.

Furthermore, increase the casting time, and material component cost.

#7

Chaosmancer

Aug 21, 2014 8:47:07

Most important question for me is what type of skeleton.

 

If it is a skeletal bird (or something along those lines), no problem, just reflavor

 

If it is a tiny skeleton that could stand on your palm, no problem

 

If it is a full skeleton, like what is created with animate dead then you'd need to talk and work on how to handle it, because it would then be reasonable it has the stats of a full skeleton.

#8

Redbeard2

Aug 21, 2014 9:40:57

onceMoreIntoBreech wrote:
#9

onceMoreIntoBreech

Aug 21, 2014 9:47:51

iserith wrote:
#10

iserith

Aug 21, 2014 10:13:06

If it's for a player, I wouldn't make it a spell like out of the book. I'd make it a short side quest to get himself a skeleton minion that has the same characteristics of a familiar. This sidesteps the problem of creating a new spell and worrying about balance while creating an opportunity for adventure to boot.

#11

Mechatarrasque

Aug 21, 2014 13:05:09

If you wanted to build a shadow/gloom pact chainlock using a bunch of necromancer spells, I would let you have the skeleton as a familiar.

#12

onceMoreIntoBreech

Aug 21, 2014 15:52:27

iserith wrote:
#13

woif

Aug 21, 2014 17:54:10

"shadow/gloom pact chainlock" means. It sounds warlock-esque, maybe?"

Yes, he is saying create your own shadow pact for the warlock with necromancy spells and let him get a skeleton as his familiar through the pact of the chain feature at level 3.

This is a pretty good solution if the player is interested in that route, otherwise I'd make it a sidequest for him.

(Reply to #13)

onceMoreIntoBreech

woif wrote:
#15

Mechatarrasque

Aug 22, 2014 8:07:54

onceMoreIntoBreech wrote:
(Reply to #15)

onceMoreIntoBreech

Mechagamera wrote:
#17

Captain_Kobold

Aug 22, 2014 12:27:47

What you're after is closest in concept to the "Beastmaster" Ranger archetype ability in terms of scope, with the added advantage that your companion is able to use opposable thumbs and humanoid gear, as well as skeletal/undead benefits.

 

I don't think that a one-shot spell that you can simply cast once really covers what you are getting out of it.

 

Just to get a better idea of what you are after, what would you want from this skeleton companion that simply casting Animate Dead every day doesn't give you?

(Reply to #17)

onceMoreIntoBreech

Captain_Kobold wrote:
#19

Captain_Kobold

Aug 22, 2014 18:59:23

onceMoreIntoBreech wrote:
(Reply to #19)

onceMoreIntoBreech

Captain_Kobold wrote:
#21

Captain_Kobold

Aug 23, 2014 6:17:18

What sort of level would you want the wizard to get this ability? Would you want the skeleton to scale in HP, proficiencies etc with the Wizard?

If you are a necromancer, would you be applying the Undead Thralls benetits to it? Is this why you're after an Undead version?

 

To be frank, I do not think that gaining a permanent, scaling, skeletal humanoid, familiar is something that should be granted by a once-off casting of a spell. The closest equivalents are an entire class archetype, or having to cast the spell every day, thus effectively losing a fairly high-level spell slot.

 

Might be worth homebrewing a feat actually. That still represents the permanent investment in this capability that is required, without the messing with your archetype or spell slots that you insist on.

 

Familiar benefits are:

Telepathic communication within 100ft.

See and Hear through its eyes.

Able to summon and dismiss into pocket dimension at will.

Deliver touch spells.

 

What about a spell that temporarily granted some of these benefits to an existing undead minion instead?

#22

Redbeard2

Aug 23, 2014 8:24:23

Didn't 3.5e have an Improved Familiar spell.  Perhaps you could riff off that?

 

Cheers,

 

Redbeard2

#23

Timborama

Aug 23, 2014 8:51:35

Redbeard2 wrote:
(Reply to #23)

Redbeard2

Timborama wrote:
#25

hallows1999

Aug 24, 2014 3:21:42

Looking over the conjure spells and their limitations I would be hard pressed to say anything less than a 6th or 7th level spell for a permanent conjuring. However, what about a version of animate dead(3rd lvl)that let's you conjure a skeleton with the familialr abilities, but you have to use spell slots to keep it animated. Say, every spell slot gives the skelly enough juice to operate for 6/8?? hours.

 

You'd want to put a limit on how many charges the skelly could hold. If not you might get a player that tries to use their down time to super juice the skelly.

"Ummm...yeah, during our two weeks off I put 100 spell spell slots into my skelly."  

(Reply to #21)

onceMoreIntoBreech

Captain_Kobold wrote:
(Reply to #24)

onceMoreIntoBreech

Redbeard2 wrote:
#28

Captain_Kobold

Aug 24, 2014 10:16:22

onceMoreIntoBreech wrote:
(Reply to #28)

onceMoreIntoBreech

Captain_Kobold wrote: