Call Canine Familiar

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Version 0.28: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Call canine familiar.png Call Canine Familiar
Level 3
School1 Summoning
Source(s) Book of Callings
Book of the Hunter
Casting noise 3
Spell noise 0
Power Cap 100
Summons a solitary canine to the caster's aid. Spell power increases the chance of summoning a stronger breed.

Call Canine Familiar is a level 3 Summoning spell which summons a canine monster.


One canine monster is summoned. Higher spell power results in a better canine and more duration.

Possible summons are:

h Hound.png Hound
h Wolf.png Wolf
h Warg.png Warg

To pick the monster, random value in range of power ± 10 is taken. If this value is at least 60 a Warg is summoned, if at least 40 a Wolf is summoned and otherwise a Hound is summoned.[1]

Duration class ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is 2 + (1d<power> - 1) / 4 (capped at 6).[2]


  • Call Imp may produce more interesting allies than Call Canine Familiar, but they're far less reliable; the tactical usefulness of a crimson imp or iron imp is far less guaranteed than that of a fast monster that bites fairly hard. But as Call Canine Familiar has a summon cap of only 1, there's little reason not to use both together.
  • Hounds are certainly helpful, but this spell really starts to shine when you manage to get your spell power high enough that you can reliably summon wolves. Eventually reaching warg spell power levels will help further, but that increase in effectiveness is significantly less dramatic.
  • This is the only spell in the Summoner starting book which summons allies which can see invisible - it is at the very least useful for dealing with early invisible enemies like orc wizards.


Prior to 0.14, this spell could also summon jackals and its summon cap was 3.