Call Canine Familiar

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Version 0.30: 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.

“There seemed a strange stillness over everything. But as I listened, I heard
as if from down below in the valley the howling of many wolves. The Count's
eyes gleamed, and he said.

‘Listen to them, the children of the night. What music they make!’ Seeing, I
suppose, some expression in my face strange to him, he added, ‘Ah, sir, you
dwellers in the city cannot enter into the feelings of the hunter.’”
-Bram Stoker, _Dracula_. 1897.

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. There is a summon limit of 1; casting the spell again will cause the old summon to very quickly time out.

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]


  • Summons fast, reliable, and somewhat strong allies. As opposed to Summon Lightning Spire and Summon Guardian Golem, canines deal melee damage. But since each spell only has a summon cap of one, there's little reason not to use these spells 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 that summons allies which can see invisible - it is at the very least useful for dealing with early invisible enemies like orc wizards or unseen horrors.


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