Spells
Word is spreading among arcane scholars about the original spells of one Erilen Balestis, a mystic theurge of Nethys. The singular intensity of Balestis’s focus on the topic of familiars is matched only by the extraordinary diversity of his approaches to it. Below are some of Balestis’s more recent discoveries, currently circulating among spellcasters the world over, especially among the church of the All-Seeing Eye.
CALLBACK
School conjuration (teleportation); Level bard 2, druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (crushed grasshopper)
Range long (400 ft. + 40 ft./level)
Target your familiar
Duration 10 minutes/level or until expended (see text)
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
If your familiar takes hit point damage while within range of this spell, it immediately teleports to your space after the damage is applied. If it’s killed, its corpse teleports instead. Optionally, you can specify a number of points of damage for your familiar to take before the spell takes effect. Once the familiar has teleported back to you, the spell ends.
CALLBACK, GREATER
School conjuration (teleportation); Level bard 5, druid 5, sorcerer/wizard 5, witch 5
Range 1 mile/level
Duration 1 hour/level or until expended
This spell functions as callback, except as noted above.
DISRUPT LINK
School abjuration; Level antipaladin 2, bard 3, inquisitor 3, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one creature and her animal companion, familiar, or other bonded creature (which may be no more than 30 ft. apart)
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
The target has her link with her bonded creature temporarily severed. If the subject has a familiar, she loses the benefits of the alertness, deliver touch spells, empathic link, scry on familiar, share spells, and speak with master abilities. If the target has an animal companion, she loses the benefits of the link, share spells, and devotion abilities. The target and her familiar or animal companion also lose any other abilities (such as those from archetypes or feats) that rely on the two having a connection.
DUPLICATE FAMILIAR
School conjuration (creation); Level alchemist 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (alchemically preserved mockingfey feathers), F (familiar)
Range touch
Effect temporary duplicate of familiar touched
Duration 10 minutes/level
Saving Throw Fortitude negates; Spell Resistance no
You create a duplicate of a familiar. The familiar’s master can use the duplicate as if it were his familiar in all respects, though he doesn’t gain the bonus special ability from more than one familiar at a time. When the spell’s duration expires, the familiar duplicate shrivels into nothing, even if petrified or otherwise transformed.
EMPATHY CONDUIT
School necromancy; Level shaman 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, F (a glass rod)
Range medium (100 ft. + 10 ft./level)
Targets an animal companion, familiar, or other bonded creature and its master (which may be no more than 30 ft. apart)
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You make a conduit between the targeted master and her familiar, allowing you to target the master or the familiar with your spells in order to affect the other. If the master succeeds at its save to resist this spell but the familiar fails, you can choose to have your spells that target the master affect the familiar instead. If the familiar resists but the master doesn’t, your spells that target the familiar can affect the master instead. If both the familiar and the master fail to resist this spell, you can affect either the familiar or the master when you target either with a spell. When you target the master to affect her familiar or vice versa, the target attempts a save (if one is allowed) with its own saving throw bonus, but the other creature is affected by the spell.
Only spells that target one or more creatures can be cast through empathy conduit. The creature to be affected must still be a valid target of the spell being cast; for example, you can’t affect a familiar with charm person through an empathy conduit. Spells with a duration other than instantaneous that are cast through an empathy conduit last either their normal duration or until the empathy conduit expires, whichever comes first. Whenever the master or its familiar is targeted with a spell intended to affect the other creature, the targeted creature can attempt an additional save against the empathy conduit.
MERGE WITH FAMILIAR
School transmutation; Level alchemist 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target your familiar
Duration 1 hour/level (D)
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
Your familiar merges harmlessly into your body. For the duration of this spell, you or your familiar can separate or merge at will as a move action. While merged, your familiar can’t be targeted or affected by any means (including ongoing effects).
SOULSWITCH
School necromancy; Level bard 5, cleric 5, druid 5, inquisitor 5, magus 5, shaman 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, F (two brass collars worth 50 gp each)
Range touch
Targets you and your familiar
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You may only cast this spell if you currently have a familiar. You place your soul into the body of your familiar, and your familiar’s soul is placed in your body. This functions as if you possessed your familiar using magic jar; your familiar simultaneously possesses your body in the same manner. You can’t freely transfer your soul between your body and your familiar’s—if you choose to return to your body as a standard action, the spell ends. If either body is killed, both spirits return to their original bodies, the spell ends, and the original owner of the slain body dies.
TRANSFER FAMILIAR
School evocation; Level sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S
Range touch
Target your familiar and one willing creature
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no
You temporarily grant control of your familiar to another willing creature. You, your familiar, and the target creature must all be touching each other when you cast this spell. The target gains all the benefits and abilities normally associated with having a familiar, including the ability to share spells, speak with the familiar, and so on. You lose all of these benefits for the duration of the spell. If the target already has a familiar, the spell fails.