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AD&D Players Handbook/Database/Spells/Cleric/Speak With Animals

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  1. Speak With Animals


Class Cleric
Spell level 2
School Alteration
Reversible No
Range 0
Duration 2 rounds/level
Area of Effect One animal within
Components V, S
Casting Time 5 segments
Saving Throw None 3" radius of cleric


    1. Description

By employing this spell, the cleric is empowered to comprehend and communicate with any warm or cold-blooded animol which is not mindless (such as an amoeba). The cleric is able to ask questions, receive answers, and generally be on amicable terms with the animal. This ability lasts for 2 melee rounds for each level of experience of the cleric employing the spell. Even if the bent of the animal is opposite to that of the cleric evil/good, good/evil), it and any others of the same kind with it will not attack while the spell lasts. If the animal is neutral or of the same general bent as the cleric (evil/evil, good/good), there is a possibility that the animal, and its like associates, will do some favor or service for the cleric. This possibility will be determined by the referee by consulting a special reaction chart, using the charisma of the cleric and his actions as the major determinants. Note that this spell differs from speak with monsters (q...), for it allows conversation only with basically normal, non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so on.

    1. Source

Supplied Players Handbook PDF, PDF page 47. Original printed page is approximately 45 for this portion of the scan. Source column: L.

OCR source record

Level: 2 Components: V, S Range: 0 Duration: 2 rounds/level Area of Effect: One animal within Casting Time: 5 segments Saving Throw: None 3" radius of cleric Explanation/Description: By employing this spell, the cleric is empowered to comprehend and communicate with any warm or cold-blooded animol which is not mindless (such as an amoeba). The cleric is able to ask questions, receive answers, and generally be on amicable terms with the animal. This ability lasts for 2 melee rounds for each level of experience of the cleric employing the spell. Even if the bent of the animal is opposite to that of the cleric evil/good, good/evil), it and any others of the same kind with it will not attack while the spell lasts. If the animal is neutral or of the same general bent as the cleric (evil/evil, good/good), there is a possibility that the animal, and its like associates, will do some favor or service for the cleric. This possibility will be determined by the referee by consulting a special reaction chart, using the charisma of the cleric and his actions as the major determinants. Note that this spell differs from speak with monsters (q...), for it allows conversation only with basically normal, non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so on.