The Book of Familiars - Magical Companion Guide for Witches & Wizards | Fantasy Roleplaying & Spellcasting Resource
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The Book of Familiars - Magical Companion Guide for Witches & Wizards | Fantasy Roleplaying & Spellcasting Resource
The Book of Familiars - Magical Companion Guide for Witches & Wizards | Fantasy Roleplaying & Spellcasting Resource
The Book of Familiars - Magical Companion Guide for Witches & Wizards | Fantasy Roleplaying & Spellcasting Resource
$22.49
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Description
Familiars for All Classes All those who tread the paths of the wild, who crawl lost through the dark, who plunder treasures of the ancients, eventually find themselves alone and bereft of friends. It is in those moments, when the cold creeps up your spine, and the hair rises, that you most need a stalwart companion at your side; a wolf to bare fangs, an owl to see into the darkness, a muse to whisper the songs of the ancients, or a named sword of cold steel and magic . . . these are the familiars you seek. An Arm Extended The Book of Familiars offers a groundbreaking look at Castles & Crusades' thirteen core classes. Herein, we expand the horizons of familiars and develop a fully functional, well balanced approach for each character class to gain a familiar or animal companion. These added features do not inhibit the simplicity of the Siege Engine, nor do they add a level of complexity to your game to slow it down. The Book of Familiars adds new dimensions to the game without impeding play. However, these are not the familiars you know. The Book of Familiars breaks the fantasy mold. From the barbarian's spirit guides, to a fighter's weapons, the monk summoning ancestral spirits, or a rogue's shadow with a life its own and the paladin fusing his own spiritual power with his arms and armor; these are familiars as you've never seen them. Alongside the unusual, we offer over 150 animals and monsters for typical familiars, from crows, owls, toads and rats to pseudo-dragons and the like.
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Reviews
*****
Verified Buyer
5
This book has been an eye-opening purchase for my C&C games, and the best part is that it's easily portable to any 3e D&D or even old-school games like AD&D, 2nd edition, OSRIC, Swords & Wizardry, and others.What I love is that every class gets several options that make sense, and aren't overpowered, as there are costs associated with gaining, powering up, and maintaining a familiar, animal companion, allied spirit, or whatever. Brilliantly, the writers came up with several alternative costs for these traits, and they mirror previously available spells (summon familiar, primarily), so balance is maintained and you can rely on different resources, everything from gold/treasure to XP to "Feat-like" Advantages that every class can access. The beauty of these options is that they are both simple *and* they mirror the types of resources you might find in any D&D or d20-based game, so slotting in these additional abilities is a breeze.The level of detail is also fantastic, and not overly verbose in its presentation. There are the "general rules" for familiars and animal companions up front, and then each class gets its own chapter with more specific details. This way, you have a general listing of familiars and animal companions to choose from, and the special abilities they provide, but then you get exceptions and more "thematic" lists by class, so that each choice truly feels like it is a fundamental part of your chosen character class, rather than just having a single list for all classes to choose from, leading to min-maxing or (possibly worse) bland, "samey" choices.A couple appendices round out the book, expanding on the nature and role of familiars in the game by describing new spells, magic items, and monster stats directly related to the ideas presented earlier. You could totally have a world where every character has a familiar/animal companion that doesn't break the game, or simply make the few, rare characters that do have familiars feel like the familiar/companion is an integral part of how that character works in the game.My 1-star ding comes from the *very* minor quibble of organization. Presenting some of the rules up-front but not in the individual character sections causes a lot of page flipping to grok the rules and choices presented for each class. Furthermore, forcing some of the class-specific tables of familiar choices to appear in the class sections was slightly jarring, as these tables are similar (but not the same!) to the general ones in the earlier chapters, so it felt weird without presenting better headings or organizational tools to understand this. It's a very minor gripe, probably more due to how my brain works rather than a flaw in the book's organization.In summary, this is a useful addition to my game, and its versatility allows it to be easily integrated into any D&D edition or d20-based RPG. Check it out!

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