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--> https://icewinddale.fandom.com/wiki/Find_Familiar
You don't strictly need a Familiar and any of its limited abilities. For mages, there is no reason not to store a Familiar in the backpack at least. Only the wizard kits that cannot learn spells from scrolls may need to decide more carefully whether to learn this spell.
Generally, there are various other spells that are not popular or not worthwhile, and few players use them on their own and without taking specific hints/instructions from a walkthrough/guide. Such as Contact Other Plane, Clairvoyance, Farsight, Find Traps, Goodberry, Wizard Eye, Limited Wish (without save scumming anyway).
--> https://baldursgate.fandom.com/wiki/Find_Familiar
There are only limited use cases.
Im not thinking it get insanely powerful but I did think every few levels it gain a few HP maybe a little more Armor or another charge of theirs spells over time. It seems like something that wpuld make sense, not growing super strong but growing some. like every 3 levels gain 2 or 3 Hp or something very simple that give it a purpose besides extra HP and a spot in the bag taken up.
It's not just the extra HP, you also can use familiars for scouting and pickpocketing. And RP stuff. Beyond that, you probably don't want to use it for combat anyway due to the permanent constitution loss when they die.
It's a level 1 spell that permanently improves your character and that you only ever really need to cast once. That already makes it one of the best level 1 spells in the game.
I used to love Wizard Eye. It's not nearly as useful now that I've discovered 5 million other more effective ways to scout lol.
Obviously, for purposes of the video game, the casting time and components element have been modified, as have some of the extended rules. While this lends to the possibility of other more arbitrary modifications throughout the game, one can see that very little has actually been changed, and the core rule-book RAW has been left intact as much as possible to maintain integrity with the tabletop game, while accommodating the play-style of a video game environment. (The lack of 12 hours needed to cast for example, or the 1,000gp investment.)
Despite this, there are also considerable benefits of the familiar which have been left out of the game-- in some cases (like the Sensory powers meant to be bestowed) this is due to the difficulty of translating the benefits in a meaningful way to the video-game character. In other cases however (like the ability to cast touch-based spells through the familiar) there appears to be no discernible reason for it, aside from either laziness in programming or an arbitrary decision that it would make the caster too powerful if touch spells could be delivered through the familiar.
Either way, it's clear that the developers only decided to maintain integrity with the table-top version of the game insofar as it was convenient for them to do so-- arguments against whether the familiar *should* be more powerful however, are herein invalidated.