Find Familiar

Find Familiar is a spell that summons a magical animal or extraplanar creature to act as the wizard's servant and companion. 
Although familiars are fully capable of fighting, their low hit points and the severe drawbacks for the familiar's death means that allowing familiars to enter combat is risky, unless you have a good strategy. One way to use them is to summon them once for the permanent HP bonus, then talk to them and put them in your backpack where they can't be harmed. 
The summoned familiar depends on the alignment of the caster of this spell. In the case that the alignment of the caster changes, the summoned familiar will also change when the caster casts this spell again with the new alignment.
Besides arcane casters (Mage, Sorcerer, Bard), Beast Masters also gain this spell, and Thieves at high level can gain the ability Use Any Item and cast it from a scroll.
==Description==
==Familiars and alignment==
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
 	Baldur's Gate 	Shadows of Amn 	Throne of Bhaal
Hit Points 	12 	24 	48
ArmorClass 	0 	-2 	-2
Magic Resistance	35% 	50% 	50%
CombatAbilities 	2 attacks per round at 15 THAC0for 1d3 slashing damage 	2 attacks per round at 13 THAC0 for 1d3 piercing damage,save vs. Death or be rendered unconscious for 2 turns (blocked by magic resistance)	2 attacks per round at 8 THAC0 for 1d6 piercing damage, save vs. Death or be rendered unconscious for 2 turns (blocked by magic resistance)
SpecialAbilities	Can cast Blur (duration: 10 rounds) once per day. Regenerates 1 HP/round. Immune to Level drain, sleep, and petrification.	Can cast Blur (duration: 10 rounds) once per day. Regenerates 1 HP/round. Immune to Level drain, sleep, and petrification. 	Can cast Blur (duration: 10 rounds) once per day. Can cast Spirit Armor once per day and Detect Illusion twice per day. Regenerates 1 HP/round. Immune to Level drain, sleep, and petrification.
CHAOTIC GOOD: Fairy Dragon
 	Baldur's Gate 	Shadows of Amn 	Throne of Bhaal
Hit Points 	12 	24 	48
Armor Class 	6 	4 	0
Magic Resistance 	15% 	32% 	45%
Combat Abilities 	2 attacks per round at 15 THAC0for 1d2 slashing damage 	2 attacks per round at 13 THAC0for 1d2 slashing damage 	2 attacks per round at 8 THAC0for 1d2 slashing damage
Special Abilities	Can cast Mirror Image (4 images, duration: 6 rounds) once per day. Immune to Level drain, sleep, and petrification.	Can cast Mirror Image (4 images, duration: 6 rounds) and Invisibility, 10' Radius once per day. Immune to Level drain, sleep, and petrification.	Can cast Mirror Image (4 images, duration: 6 rounds), Invisibility 10' Radius, and Improved Invisibility once per day. Immune to Level drain, sleep, and petrification.
LAWFUL NEUTRAL: Ferret
 	Baldur's Gate 	Shadows of Amn 	Throne of Bhaal
Hit Points 	12 	24 	48
Armor Class 	2 	0 	-4
Magic Resistance 	35% 	50% 	65%
Combat Abilities 	2 attacks per round at 15 THAC0for 1d3 slashing damage 	2 attacks per round at 13 THAC0for 1d3 slashing damage 	2 attacks per round at 8 THAC0for 1d6 slashing damage
Special Abilities	Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur (duration: 10 rounds) once per day. Immune to Level drain, sleep, and petrification. Backstab multiplier: x2.	Has 75% in Pick Pockets, 40% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur (duration: 10 rounds) once per day. Immune to Level drain, sleep, and petrification. Backstab multiplier: x2	Has 95% in Pick Pockets, 60% in Hide in Shadows/Move Silently, and 60% in Detect Traps. Can cast Blur (duration: 20 rounds) once per day. Immune to Level drain, sleep, and petrification. Backstab multiplier: x3
NEUTRAL: Rabbit
 	Baldur's Gate 	Shadows of Amn 	Throne of Bhaal
Hit Points 	12 	24 	48
Armor Class 	3 	1 	-4
Magic Resistance 	45% 	65% 	65%
Combat Abilities 	2 attacks per round at 15 THAC0for 1d2 slashing damage 	2 attacks per round at 13 THAC0for 1d2 slashing damage 	2 attacks per round at 8 THAC0for 1d2 slashing damage
Special Abilities	Has 20% in Hide in Shadows/Move Silently and 40% in Detect Traps. Has 75% resistance to fire, cold, and electricity. Immune to level drain, sleep, and petrification. Backstab multiplier: x2.	Has 30% in Hide in Shadows/Move Silently and 50% in Detect Traps. Has 75% resistance to fire, cold, and electricity. Immune to level drain, sleep, and petrification. Backstab multiplier: x2	Has 60% in Hide in Shadows/Move Silently, 85% in Detect Traps and 50% in Detect Illusion. Has 75% resistance to fire, cold, and electricity. Can cast Blur once per day. Movement bonus like under permanent Haste. Immune to level drain, sleep, and petrification. Backstab multiplier: x3
CHAOTIC NEUTRAL: Cat
 	Baldur's Gate 	Shadows of Amn 	Throne of Bhaal
Hit Points 	12 	24 	48
Armor Class 	2 	0 	-4
Magic Resistance 	35% 	50% 	65%
Combat Abilities 	2 attacks per round at 15 THAC0for 1d3 slashing damage 	2 attacks per round at 13 THAC0for 1d3 slashing damage	2 attacks per round at 8 THAC0for 1d3 slashing damage
Special Abilities	Has 15% in Pick Pockets and 65% in Hide in Shadows/Move Silently. Immune to Level drain, sleep, and petrification. Backstab multiplier: x2.	Has 30% in Pick Pockets and 99% in Hide in Shadows/Move Silently. Immune to Level drain, sleep, and petrification.
Backstab multiplier: x2	Has 60% in Pick Pockets, 60% in Find Traps, 60% in Detect Illusion and 99% in Hide in Shadows/Move Silently. Immune to Level drain, sleep, and petrification.
Acquires 5 points of natural luck. Backstab multiplier: x3
LAWFUL EVIL: Imp
 	Baldur's Gate 	Shadows of Amn 	Throne of Bhaal
Hit Points 	9 	18 	48
ArmorClass 	4 	2 	-2
Magic Resistance 	15% 	25% 	35%
Combat Abilities 	1 attack per round at 17 THAC0for 1d6 slashing damage	1 attack per round at 15 THAC0for 1d6 piercing damage.	2 attacks per round at 8 THAC0 for 1d6 piercing damage and on-hit 100 poison damage/second (save vs death, bypasses MR)
Special Abilities	Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self (duration: 31 rounds) once per day. Regenerates 1 HP/round.
Becomes immune to normal weapons in Throne of Bhaal.	Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self (duration: 31 rounds) once per day. Regenerates 1 HP/round.
Becomes immune to normal weapons in Throne of Bhaal.	Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self (duration: 31 rounds) once per day. Regenerates 1 HP/round.
Becomes immune to normal weapons in Throne of Bhaal.
NEUTRAL EVIL: Dust Mephit
 	Baldur's Gate 	Shadows of Amn 	Throne of Bhaal
Hit Points 	12 	24 	48
Armor Class 	8 	6 	-2
Magic Resistance 	10% 	10% 	35%
Combat Abilities 	2 attacks per round at 15 THAC0for 1d2 (+1 from 16 STR) slashing damage 	2 attacks per round at 13 THAC0for 1d2 (+1 from 16 STR) slashing damage 	2 attacks per round at 8 THAC0for 1d3 (+1 from 16 STR) slashing damage
Special Abilities	Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust (duration: 5 rounds) twice per day. Regenerates 1 HP/round. Immune to Level drain, sleep, and petrification.	Has 100% resistance to fire and 50% resistance to slashing, piercing, and missile damage. Can cast Glitterdust once per day and Glass Dust (duration: 5 rounds) twice per day. Regenerates 1 HP/round. Immune to Level drain, sleep, and petrification.	Has 100% resistance to fire and 60% resistance to slashing, piercing, and missile damage. Can cast Glitterdust once per day and Glass Dust (duration: 5 rounds) twice per day. Can cast Stoneskin once per day and Prismatic Spray once per day. Regenerates 1 HP/round. Immune to Level drain, sleep, and petrification.
CHAOTIC EVIL: Quasit
 	Baldur's Gate 	Shadows of Amn 	Throne of Bhaal
Hit Points 	12 	24 	48
Armor Class 	4 	2 	-2
Magic Resistance 	15% 	25% 	35%
Combat Abilities 	2 attacks per round at 15 THAC0for 1d6 slashing damage 	3 attacks per round at 13 THAC0for 1d6 slashing damage 	3 attacks per round at 13 THAC0for 1d6 piercing damage; save vs. death or lose 1 dexterity for 6 rounds
Special Abilities	Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.	Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round. Becomes immune to normal weapons in Throne of Bhaal.	Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round. Becomes immune to normal weapons in Throne of Bhaal.
==Where to obtain its scroll==
===Baldur's Gate: Enhanced Edition===
====Dropped by====
*Nimbul
===Baldur's Gate II: Shadows of Amn===
====Dropped by====
*One of the two Shadow Thieves talking with the vampire Salia in the encounter during chapter two or chapter three
====Sold by====
*City Gates Merchant
*Kich in Trademeet 
*Brynnlaw Store
*Therndle Daglefodd
*Ust Natha Bazaar
====Treasure====
*A chest near the forge in De'Arnise Keep 1st Floor.
===Baldur's Gate II: Throne of Bhaal===
====Sold by====
*Arcana Archives
==Familiar's advice==
* In Baldur's Gate II, and in the Baldur's Gate: Enhanced Edition, a familiar might have advice for Gorion's Ward if asked. The respective thoughts that are given depend on the current chapter of the storyline.
==Notes==
*When talking to the familiar, the option for it to be stored in your pack arises, which guarantees it won't die (select the Talk symbol from the bottom left of the quickbar). Gorion's Ward will still keep the HP bonus.
*You can talk to people through your Familiar. When you select your Familiar and try to talk to others, it "works", but the person who's actually considered to be talking isn't the Familiar, it's the Mage (or other class who can have a Familiar). This allows you to, for example, talk from a distance, talk while polymorphed or to perform some exploits listed in the Exploits page.
*Every familiar has 15 STR, 18 DEX (except for the Dust Mephit who has 16 STR and 19 DEX) and 9 CON, therefore, they'll all end up with bonus damage/THAC0 if their STR is boosted by spells and an AC of -3 if given the effects of Spirit Armor (unless they already have better AC, like the neutral familiars in ToB). As for the CON, it can, technically, be raised to 18 via the Girdle of Fortitude when it comes to the neutral familiars (who can pickpocket it and then use it after saving/reloading) and, considering those exact three familiars have levels in Thief and/or Mage classes, they'll all gain extra HP in proportion to how many levels they have (they're level 3 or multiclass 3/3 in BGEE and SoA and level 8 or multiclass 8/8 in ToB). The Good and Evil familiars don't have traditional classes, so even if one manages to boost their CON somehow, they won't get any extra HP.
*When a saved game is loaded with the whole party selected, the familiar is not selected. This is important if immediately after loading an area transition is intended: "Select All" has to be activated again, else the familiar might stay behind.
*Having a familiar is particularly effective in Legacy of Bhaal difficulty since all NPC's including familiars, receive an HP bonus, which in turn affects the caster's hit point bonus.
*If a mage is imported – but not made the protagonist – who already has a familiar, releasing it may cause the familiar to disappear, though the hit point bonus will remain.
*If a familiar dies while the mage is mazed, the constitution penalty won't be applied and the mage will simply take some damage when they return.
*Familiars don't act like summons in most regards: They have their own line of sight when moving around, they don't count towards the summoning limit of 5 creatures, and they are not automatically killed by the Death Spell (but are very vulnerable to it because of their low hit die, they can only block it with magic resistance). Familiars also trigger traps, unlike normal summons.
*If a Mage dual-classes to another class and has already summoned a familiar, they keep it and the HP boost even while their Mage levels are inactive.
*Familiars don't restore their daily usable abilities if they are in your bag while resting. They need to be outside during rest to restore their charges.
*Familiars are not kept when importing your character (e.g. from BG1 -> BG2). You have to cast the spell again, or if you had only cast it from scroll, find another scroll.
==Visuals==
===Videos===
SPWI123 Find Familiar
==Mod content==
===Gallery:===
FAMCAT.jpg|thumb|Familiar Cat - The small creature looks at you with suspicion, and after a moment's inspection, it turns and gives you full view of its rear while it strolls to Gorion's Ward.
FAMDUST.jpg|thumb|Familiar Dust Mephit - The impish creature regards you suspiciously, wary of a kick or slap headed its way, before sidling a step or two closer. "Yeah, boss? You want something?"
FAMFAIR.jpg|thumb|Familiar Fairy Dragon - The small dragon-like creature flutters its wings happily, looking at you with almost kaleidoscopic eyes. "You wish something?" It awaits your attention, tail flicking.
FAMFER.jpg|thumb|Familiar Ferret - The familiar sighs, its nose twitching slightly with curiosity as it looks up with dark eyes. "What is it now, <PRO_MANWOMAN>? I am hungry. I wish to be petted and fed."
FAMIMP.jpg|thumb|Familiar Imp - "Oh, sure. Stick me in your smelly pack. Ever thought of putting some mint in there? Baaah..." Reluctantly, the imp crawls into your pack.
FAMPSD.jpg|thumb|Familiar Pseudo Dragon - Its eyes brighten, and it practically leaps into your arms, ready to be stowed amongst your belongings, where it can sleep and occasionally poke its head out.
FAMQUAS.jpg|thumb|Familiar Quasit - It seems disgusted as you pat it on the head. "Oh, now I'm a cute little bunny? Give me a break, boss." The imp darts away and does a heebie-jeebie dance.
Portraits from Portraits Portraits Everywhere
==External links==
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