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Familiars and Eye Spies
Call Familiar spell · wizard class
Eye Spy spell · sorcerer class

Sorcerers' eye spies and Wizards' familiars are controlled in a similar manner. The examples given here are for familiars.

The communication path between you and your eye spy or familiar is mental, so contact is maintained even if it is in another area.

TELL FAMILIAR TO {command sequence}
or TELL EYE TO {command sequence}

TELL FAMILIAR TO LOOK
(Familiars and Eyes) You will see what the familiar sees regardless of where it is.

TELL FAMILIAR TO GO NORTH
(Familiars and Eyes) The familiar will travel in a given direction if possible.

TELL FAMILIAR TO GO THROUGH DOOR
(Familiars and Eyes) The familiar will travel through the door if possible.

TELL FAMILIAR TO FIND Reline
(Familiars Only) The familiar will attempt to find a given character. This can take some time, and some creatures are suited to outdoor searches (like hawks). If they find the character, they will follow him/her and you will be notified. Otherwise they will continue to search forever until you either give them another command, tell them to return, or the spell wears off. Note that certain areas are inaccessible to some (or all) familiars.

TELL FAMILIAR TO RETURN
(Familiars) Causes the familiar to try and return to your location. Because of the mental bond, this is usually easier for the familiar to do than to seek another character. The familiar will follow you until instructed otherwise.

TELL EYE TO RETURN
(Eyes) Causes the eye to return to its socket, safely ending the spell. This only works if the eye is in the same room with you.

TELL FAMILIAR TO SAY Bardon, come to the gates!
(Familiars Only) You channel your voice through the familiar. This is a difficult thing to accomplish and may incur a roundtime.

TELL FAMILIAR TO WATCH
(Familiars Only) With this command your mind will be linked with that of your familiar, allowing you to see what the creature sees. If the familiar is in a different room/area than you are, anything that happens will appear on your screen as well.

To break this link, simply tell the familiar to STOP WATCHING. Keep in mind that if the familiar is in the same room/area with you, then you will not receive both points of view (because they would be identical).

TELL FAMILIAR TO GET THE WAND
(Familiars Only) Some creatures are capable of picking up an item (usually in their mouth) and carrying it for you. Most will avoid sharp objects that might hurt them if they tried to pick it up with their mouth, and telling an animal to pick up food usually doesn't last long. Simply TELL FAMILIAR TO DROP the item when you want it back. You can use some familiars to courier objects to other players in this way.

TELL FAMILIAR TO SLEEP
(Familiars Only) If a familiar is getting on your nerves, tell it to sleep and it will hush up and snooze a bit. Telling it to do anything else will wake the familiar back up.

TELL FAMILIAR TO LEAVE
(Familiars Only) If you tell your familiar to leave, the spell will be broken.

Other commands, such as SIT, STAND, FLY, LAND, etc. are also possible for familiars (but not eyes).

Note that if you log off GemStone, either by QUIT or by disconnection, the familiar will still stay in the world and wait for a short time. Sometimes the hold on a familiar will be broken for some unfathomable reason. This type of break will not stun your character, however you will have to call a new familiar. This usually happens when random elemental forces interfere with the relationship.


Call Familiar spell · wizard class

 



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