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The [[Call Familiar (920)|Call Familiar]] spell enables a [[Wizard]] to summon an animal to his or her side as a companion. Cast unaided, the spell calls out to the nearest appropriate animal in the region, resulting in an arbitrary familiar. The duration of the effect may be refreshed in order to retain a particular familiar over an extended period of time.
'''Call Familiar''' enables a [[wizard]] to summon an animal to their side as a companion. Cast unaided, the spell calls out to the nearest appropriate animal in the region, resulting in an arbitrary familiar. The duration of the effect may be refreshed in order to retain a particular familiar over an extended period of time.


Call Familiar is used in conjunction with [[Familiar Gate (930)]] for easy transport to wherever the familiar is located.
Call Familiar is used in conjunction with [[Familiar Gate (930)]] for easy transport to wherever the familiar is located.

Revision as of 14:49, 31 March 2016

Call Familiar (920)
Mnemonic [FAMILIAR]
Base Duration 1200 sec
Added Duration 60 sec per Wizard Base rank
Span Refreshable
Utility Magic  
Components Can use, but not required 
Availability Self-cast 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility

Call Familiar enables a wizard to summon an animal to their side as a companion. Cast unaided, the spell calls out to the nearest appropriate animal in the region, resulting in an arbitrary familiar. The duration of the effect may be refreshed in order to retain a particular familiar over an extended period of time.

Call Familiar is used in conjunction with Familiar Gate (930) for easy transport to wherever the familiar is located.

Commands

Familiars are controlled using the TELL verb.

TELL FAMILIAR Description
LOOK [player, object, creature] look through a familiar's eyes
READ read an object in the room it is in
ANCHOR sets an anchor room for the familiar to return to (50 Water Lore ranks)
GO ANCHOR familiar will return to the set anchor room
GO - ENTER - CLIMB move in a direction, traverse a portal, or send a familiar into a home
SAY speak through a familiar
GET pick up and hold a small item
DROP drop a held item
FIND search for another character
EMOTE [options] familiar actions
ACT [options] set activity level and demeanor of a familiar
STAY remain in the current room; cease following a character
RETURN return familiar to caster's room, even when the caster is invisible
WATCH watch the room a familiar is in
STOP cease watching the room
RESCUE send a familiar to look for help when the caster is dead
FLY, LAND, STAND, SIT, SLEEP more familiar actions
LEAVE the familiar will leave and the spell will need to be recast

Lore Benefits

Elemental Lore, Air

Every 100 skill bonus of Elemental Lore, Air will decrease the amount of time it takes for a familiar to find a player, with the maximum benefit occurring at 200 skill. Familiars use a "round system" for travel and finding people. A round fluctuates depending on the calculated distance. The lore benefit reduces those rounds.

Elemental Lore, Air ranks 24 100
Approximate % time reduction 25% 50%
Not all thresholds shown, only those provided in release post. Benefit is hard to quantify.

Elemental Lore, Water

50 ranks of Elemental Lore, Water will unlock the ability to set an anchor to the naturally occurring earthnode of a caster's choice. Setting an anchor will allow the mage to TELL FAMILIAR TO GO ANCHOR, and the familiar will return to that room. The controlling mage can set the anchor room remotely through the familiar using TELL FAMILIAR ANCHOR. The anchor is a setting specific to the mage and does not need to be reset when a new familiar is cast. Each mage has one anchor setting.

Binding Rune and Familiar Talismans

A wizard may choose to consistently call the same type of familiar by use the binding rune. Once the wizard has found a fellow wizard to teach him this rune, he must create the binding rune using a brush, ink and blank runestone, all available in the local alchemist shops.

Once the wizard has a binding runestone, he must purchase a familiar talisman from the local Wizard Guild shop.

  • WAVE the binding runestone at the familiar talisman in order to prepare it
  • WAVE the prepared familiar talisman at the familiar of choice.
  • Seal the familiar talisman by casting the Call Familiar spell at it.
  • To summon the familiar, cast Call Familiar at the familiar talisman. Each familiar talisman has 20 charges.

Using the GAZE verb to look at a talisman will reveal the familiar the talisman summons.

>gaze my talisman
As your eyes traverse across the grain of an faewood weasel talisman, the misty image of a ragged-eared mangy-furred weasel fills your vision before slowly fading away.

More advanced familiar talismans can be made via Alchemy.

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Familiars

Animal Locations Base descriptors* Secondary descriptors**
Bat Teras Isle
Elven Nations
small large short-nosed bare-backed
fruit spotted little-collar long-tailed
pygmy long-tongued
Cat Wehnimer's Landing
Solhaven
River's Rest
Icemule Trace
Teras Isle
Elven Nations
black calico blue-eyed disheveled
charcoal ginger fat fluffy
grey tabby green-eyed long-haired
white orange-eyed plump
shabby short-haired
sleek
Alchemy silver-eyed pure white
silver-ruffed charcoal black
Chameleon Teras Isle
Elven Nations
black brown large small
dwarf forest
green grey
leaf mountain
ochre spotted
veiled
Coyote Alchemy lithe golden-eyed
Falcon Wehnimer's Landing
Solhaven
River's Rest
Elven Nations
Zul Logoth
long-winged narrow-winged large ruffled
red-footed red-necked sleek small
Fox Icemule Trace
Aenatumgana
Elven Nations
arctic bat-eared disheveled sleek
black blue
desert grey
kit red
swift
Alchemy black-footed plump red
Frog Wehnimer's Landing
River's Rest
Teras Isle
Zul Logoth
brown bull large plump
green green tree slimy small
horned tree speckled
Alchemy heavy-set bull
Gyrfalcon Icemule Trace [no descriptors]
Hare Icemule Trace black broom black-tailed white-tailed
cape mountain
red savanna
scrub snowshoe
woolly
Hawk Wehnimer's Landing
Solhaven
River's Rest
Elven Nations
black black-mantled large ruffled
grey-bellied grey-headed sleek small
red-chested red-tailed
spot-tailed white-bellied
Alchemy dappled broad-winged
Jackal Alchemy rangy dappled grey
Lemur Teras Isle bamboo black greater lesser
brown crowned sleek small
dwarf fork-crowned
golden fork-marked
grey grey-headed
mouse red-bellied
ring-tailed red-collared
ruffled white-collared
Merlin Alchemy slim dove grey
Mouse Wehnimer's Landing
Solhaven
River's Rest
Teras Isle
Elven Nations
black brown fat plump
field forest sleek tiny
furry pocket
grey white
[no descriptor]
Owl Wehnimer's Landing
Solhaven
River's Rest
Icemule Trace
Aenatumgana
Elven Nations
barn pygmy greater lesser
barred screech ruffled sleek
bay snowy
crested sooty
eagle speckled
elf spectacled
grass spotted
great white striped
grey tawny
hawk white
horned white-faced
maned wood
masked
Alchemy dark-eyed grey barred
Pelican Teras Isle brown pink-backed large ruffled
white spot-billed small sleek
Penguin Icemule Trace
Aenatumgana
crested emperor [no descriptors]
king royal
yellow-eyed little blue
Pitohui Teras Isle rusty hooded [no descriptors]
red-brown black
brown crested
Ptarmigan Icemule Trace rock [no descriptors]
Raven Wehnimer's Landing
Solhaven
River's Rest
Elven Nations
Zul Logoth
[no descriptors] large ruffled
small sleek
Alchemy glossy coal black
Toad Alchemy squat pebble-backed
Toucan Teras Isle blue bright blue black-banded ivory-billed
collared emerald black-billed red-billed
green hooded black-necked red-necked
speckled [no descriptor] blue-banded spot-billed
curl-crested stripe-billed
fiery-billed yellow-browed
grey-breasted yellow-ridged
groove-billed
Wolf Wehnimer's Landing
Solhaven
River's Rest
Icemule Trace
Aenatumgana
Elven Nations
arctic blue [no descriptors]
great white grey
Alchemy amber-eyed grizzled timber
Air Wyrdling Requires Attunement: Air
Located Anywhere
[no descriptors] cloudy-eyed long-eared
ethereal long-nosed
foggy-eyed soft-featured
lithe white-eyed
Earth Wyrdling Requires Attunement: Earth
Located Anywhere
[no descriptors] amber-eyed large-nosed
crumbling rough
crystal-eyed round-eared
dusty squat
dusty-eyed stout
Fire Wyrdling Requires Attunement: Fire
Located Anywhere
[no descriptors] angular sharp-eared
ember-eyed sharp-nosed
lanky smoky
red-eyed smoky-eyed
scaled smoldering
Lightning Wyrdling Requires Attunement: Lightning
Located Anywhere
[no descriptors] angular nebulous
hook-nosed scaled
jagged-eared silver-eyed
lanky spark-eyed
Water Wyrdling Requires Attunement: Water
Located Anywhere
[no descriptors] blue-eyed misty-eyed
frothy-eyed sleek
lithe small-nosed
long-eared smooth
misty
* - Not all descriptors are found in all areas for a given creature
** - Secondary descriptor may be blank
Sources:
Raelee's Familiars List
Talk:Call Familiar (920)
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Resources

Wizard Profession - edit
Spell Circles: Wizard Base Spells | Major Elemental Spells | Minor Elemental Spells
Professional Highlights: Bolt spells | Call Familiar | Enchanting | Charge Item
Popular Archetypes: Pure Mage | War Mage | Enchanter