Difference between revisions of "Fairy Familiar (spell)"
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|ritual=yes | |ritual=yes | ||
|summary=Conjure a friendly, tiny fairy to help and assist you indefinitely. | |summary=Conjure a friendly, tiny fairy to help and assist you indefinitely. | ||
− | |You summon | + | |You summon a specific kind of a familiar for the duration: a {{C|Fairy of Navigation}} that speaks any one [[Languages|language]] you know. This fairy happily aids you for the duration.{{a}}Although your familiar is loyal and obedient to you, it is controlled by the DM. You can use your [[bonus action]] to telepathically command your familiar, in which case it will move and perform one action as you specify.{{a}}In [[combat]], your familiar acts on your turn, and always shares its [[initiative]] with you. It can't attack but can take other actions as normal. If you do not use your [[bonus action]] to give it direct orders to take during your turn, it moves and acts at the end of your turn. Under normal circumstances it will follow you and take the [[Dodge Action|Dodge]] action. You always fully aware of your familiar's statistics, including how many {{hp}} it has remaining.{{a}}As a [[bonus action]], you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.{{a}}When you cast a spell with a range of touch, you can use your [[bonus action]] to move your familiar and have it deliver the spell's touch. If the spell requires an attack roll, you use your attack modifier for the roll.{{a}}If your familiar drops to 0 {{hp}}, it disappears, leaving behind no physical form. It reappears after you cast this spell again.{{a}}You can't have more than one familiar or companion at a time; this includes any companion from other effects such as the {{Spell|Witch's Familiar}} spell or the [[beastmaster]]'s [[Beastmaster#Creature Companion|Creature Companion]]. If you cast this spell while you already have a familiar, you instead replace your familiar's forms and capabilities with those provided by this spell. Your familiar transforms into the chosen creature.{{a}}{{AHL}} If you cast this spell by expending a total of 7 [[magic points]] when you cast it, you can choose to summon a {{C|Fairy of Life}} instead. |
|ss=yes | |ss=yes | ||
|fairy=yes | |fairy=yes | ||
|consumed=1000 | |consumed=1000 | ||
− | }}</tab><tab name="Spell Slots">{{ | + | }}</tab><tab name="Spell Slots">{{SpellBox |
|school=conjuration | |school=conjuration | ||
|level=1st | |level=1st | ||
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|comp=V, S, M ({{rupees|1000}} worth of rare petals and insect wings, which are consumed by the spell) | |comp=V, S, M ({{rupees|1000}} worth of rare petals and insect wings, which are consumed by the spell) | ||
|ritual=yes | |ritual=yes | ||
− | |You summon | + | |summary=Conjure a friendly, tiny fairy to help and assist you indefinitely. |
+ | |You summon a specific kind of a familiar for the duration: a {{C|Fairy of Navigation}} that speaks any one [[Languages|language]] you know. This fairy happily aids you for the duration.{{a}}Although your familiar is loyal and obedient to you, it is controlled by the DM. You can use your [[bonus action]] to telepathically command your familiar, in which case it will move and perform one action as you specify.{{a}}In [[combat]], your familiar acts on your turn, and always shares its [[initiative]] with you. It can't attack but can take other actions as normal. If you do not use your [[bonus action]] to give it direct orders to take during your turn, it moves and acts at the end of your turn. Under normal circumstances it will follow you and take the [[Dodge Action|Dodge]] action. You always fully aware of your familiar's statistics, including how many {{hp}} it has remaining.{{a}}As a [[bonus action]], you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.{{a}}When you cast a spell with a range of touch, you can use your [[bonus action]] to move your familiar and have it deliver the spell's touch. If the spell requires an attack roll, you use your attack modifier for the roll.{{a}}If your familiar drops to 0 {{hp}}, it disappears, leaving behind no physical form. It reappears after you cast this spell again.{{a}}You can't have more than one familiar or companion at a time; this includes any companion from other effects such as the {{Spell|Witch's Familiar}} spell or the [[beastmaster]]'s [[Beastmaster#Creature Companion|Creature Companion]]. If you cast this spell while you already have a familiar, you instead replace your familiar's forms and capabilities with those provided by this spell. Your familiar transforms into the chosen creature.{{a}}{{AHLS}} If you cast this spell using a spell slot of at least 6th level, you can choose to summon a {{C|Fairy of Life}} instead. | ||
}}</tab></tabs><noinclude> | }}</tab></tabs><noinclude> | ||
{{clear}} | {{clear}} | ||
− | {{Source|Ocarina of Time}} | + | {{Source|Ocarina of Time|Majora's Mask|Phantom Hourglass}} |
</noinclude> | </noinclude> |
Latest revision as of 03:34, 9 June 2020
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Player's Guide |
System Reference |
Compendium |
2-point conjuration (ritual) | |
Casting time: | 1 hour |
Range: | Self |
Components: | V, S, M (1000 rupees worth of rare petals and insect wings, which are consumed by the spell) |
Duration: | Until dispelled |
You summon a specific kind of a familiar for the duration: a fairy of navigation that speaks any one language you know. This fairy happily aids you for the duration.
Although your familiar is loyal and obedient to you, it is controlled by the DM. You can use your bonus action to telepathically command your familiar, in which case it will move and perform one action as you specify.
In combat, your familiar acts on your turn, and always shares its initiative with you. It can't attack but can take other actions as normal. If you do not use your bonus action to give it direct orders to take during your turn, it moves and acts at the end of your turn. Under normal circumstances it will follow you and take the Dodge action. You always fully aware of your familiar's statistics, including how many heart points it has remaining.
As a bonus action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
When you cast a spell with a range of touch, you can use your bonus action to move your familiar and have it deliver the spell's touch. If the spell requires an attack roll, you use your attack modifier for the roll.
If your familiar drops to 0 heart points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
You can't have more than one familiar or companion at a time; this includes any companion from other effects such as the witch's familiar spell or the beastmaster's Creature Companion. If you cast this spell while you already have a familiar, you instead replace your familiar's forms and capabilities with those provided by this spell. Your familiar transforms into the chosen creature.
Upcast. You can upcast this spell by expending extra magic points when you cast it. If you cast this spell by expending a total of 7 magic points when you cast it, you can choose to summon a fairy of life instead.
1st-level conjuration (ritual) | |
Casting time: | 1 hour |
Range: | Self |
Components: | V, S, M (1000 rupees worth of rare petals and insect wings, which are consumed by the spell) |
Duration: | Until dispelled |
You summon a specific kind of a familiar for the duration: a fairy of navigation that speaks any one language you know. This fairy happily aids you for the duration.
Although your familiar is loyal and obedient to you, it is controlled by the DM. You can use your bonus action to telepathically command your familiar, in which case it will move and perform one action as you specify.
In combat, your familiar acts on your turn, and always shares its initiative with you. It can't attack but can take other actions as normal. If you do not use your bonus action to give it direct orders to take during your turn, it moves and acts at the end of your turn. Under normal circumstances it will follow you and take the Dodge action. You always fully aware of your familiar's statistics, including how many heart points it has remaining.
As a bonus action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
When you cast a spell with a range of touch, you can use your bonus action to move your familiar and have it deliver the spell's touch. If the spell requires an attack roll, you use your attack modifier for the roll.
If your familiar drops to 0 heart points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
You can't have more than one familiar or companion at a time; this includes any companion from other effects such as the witch's familiar spell or the beastmaster's Creature Companion. If you cast this spell while you already have a familiar, you instead replace your familiar's forms and capabilities with those provided by this spell. Your familiar transforms into the chosen creature.
At Higher Levels. If you cast this spell using a spell slot of at least 6th level, you can choose to summon a fairy of life instead.
The material on this page is based primarily on content found in Ocarina of Time, Majora's Mask, and Phantom Hourglass, which are all copyright Nintendo Co., Ltd.