Find Familiar (Summoning )
Level: 1
Range: 1 mile per level
Components: V, S, M
Duration: Special
Casting Time: 1 to 12 hours
Area of Effect: 1 familiar
Saving Throw: Special
This spell enables the caster to attempt to summon a familiar creature to act as aide and companion. Familiars are typically small creatures such as cats, ferrets, crows, hawks, and the like. A creature acting as familiar can benefit the practictioner conversing with him, and serving as guard/scout/spy as well. A practictioner can have only one familiar at a time, and can not control what sort of creature is summoned, if any come at all.
The creature is always more intelligent than others of its kind, but will share all other traits in common. Its bond with the practictioner grants it exceptionally long life. If treated well the familiar will serve willingly even eagerly. A mistreated familiar can become a thorn the side of the master, becoming sulky and twisting commands by following only the law not the spirit. A sulky familiar can't be simply disposed of. Arranging the death of one's own familiar breaks the balance. That practictioner will never be able to gain another familiar.
The longer the relationship with the practictioner the more intelligent the creature grows. In a few years the creature will be able to read and aid in small ways. After many years some even learn cantrips.
The spell can only be attempted on the nights of the equinox. It requires a brazier of incense and herbs worth at least 1000gp. The spell incantation is begun at sunset and can continue till dawn. The spell ends when either a familiar comes or the dawn ends the enchantment. The DM should secretly roll the characters saving throw. Success indicates some manner of familiar has been gained.