Blue Mountain
Familiar Paradise
College:General Spells
Spell Type:Special Knowledge Spell
Special Classification:None
Spell Rank Limit:22
Name:Familiar Paradise
Multiple:50
Range:Touch
Duration:Permanent
Base Chance:20
Components:Verbal, Somatic
Saving Throw:None
This spell can be used by a mage to send his or her familiar to another location, usually for their own protection. For example, if the mage is about to embark on an underwater adventure, they may want to cast this spell to send their familiar away so that they can regroup later when the mage is back on dry land. The mage's rank with this spell determines how the spell is used.

Rank
PROT
1-5
The familiar is sent to the closest location where they have a pretty good chance of surviving by themselves and which the creature would be considered somewhat native or fairly close to it. The familiar must later be found and recovered by mundane means.
6-10
The familiar is sent to a location where they would be considered a native creature and where food is plentiful. Given their familiar abilities and intelligence, they are very likely to survive. This spell may be cast again, from anywhere within 200 miles to recover the familiar. If the familiar is beyond 200 miles, they gain a very rough sense of direction (within 180 degrees) of the direction of the familiar.
11-14
The familiar is sent to a location where they would be considered a native creature and where food is plentiful. Given their familiar abilities and intelligence, they are very likely to survive. This spell may be cast again, from anywhere within 500 miles to recover the familiar. If the familiar is beyond 500 miles, they gain a rough sense of direction (within 90 degrees) of the direction of the familiar.
15-17
The familiar is sent to a location where there is very little threat to them and where they can survive indefinitely. In the eyes of the familiar, the location would be almost paradise. This spell may be cast again, from anywhere within 1000 miles to recover the familiar. If the familiar is beyond 1000 miles, the caster will know which direction they must travel to get within range. They get no sense of distance so they will need to keep trying until they get within range.
18-20
The familiar is sent to a location where there is no threat to them and where they can survive indefinitely. In the eyes of the familiar, the location would be close to paradise. This spell may be cast again, from anywhere within 5000 miles to recover the familiar. If the familiar is beyond 5000 miles, the cast will know which direction they must travel, and approximately how far, to get within range.
21
The familiar is sent to a location where there is no threat to them and where they can survive indefinitely. In the eyes of the familiar, the location would represent a paradise. This spell may be cast again, from anywhere on the Prime Material Plane to recover the familiar.
22
The familiar is sent to a location where there is no threat to them and where they can survive indefinitely. In the eyes of the familiar, the location would represent a paradise. This spell may be cast again, from anywhere on the Prime Material Plane, Inner Planes, or the first levels of any of the Outer Planes, to recover the familiar.
Effect Category:Summon
Effect:Summon Specific Object
Base Cost:75
Modifiers:
Area of Effect:1 target0
Cast Chance:300.4
Casting Time:Normal spell0
Components:See Components Above-0.5
Duration:Instant0
Immunity:No Immunity0
List:List Appropriate0
Range:Touch-0.25
Reliability:Mostly reliable0
Resistance:No save0
Visibility:No visibility modifier0
Active Cost
(cost after advantages):
105
Recommended Cost
(cost after disadvantages):
60