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AD&D Players Handbook/Database/Spells/Cleric/Animal Friendship

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  1. Animal Friendship


Class Cleric
Spell level 1
School Enchantment/Charm
Reversible No
Range I"
Duration Permanent
Area of Effect One animal
Components V, S, M
Casting Time 6 turns Level: 1
Saving Throw Neg.


    1. Description

By means of this spell the druid is able to show any animal which is of atjeast animal intelligence (but not above semi-intelligent rating) that the druid is disposed to be its friend. If the animal does not make its saving throw versus magic immediotely when the spell is begun, it will stand quietly while the druid finishes the spell. Thereafter, it will follow the druid about, and he or she can teach it 3 specific "tricks" or tasks for each point of intelligence it possesses. (Typical tasks are those taught a dog or similar pet, i.e. they cannot be complex.) 54

    1. Source

Supplied Players Handbook PDF, PDF page 55. Original printed page is approximately 53 for this portion of the scan. Source column: L.

OCR source record

[edit]
Components: V, S, M Casting Time: 6 turns Level: 1 Range: I" Duration: Permanent Saving Throw: Neg. Area of Effect: One animal Explanation/Description: By means of this spell the druid is able to show any animal which is of atjeast animal intelligence (but not above semi-intelligent rating) that the druid is disposed to be its friend. If the animal does not make its saving throw versus magic immediotely when the spell is begun, it will stand quietly while the druid finishes the spell. Thereafter, it will follow the druid about, and he or she can teach it 3 specific "tricks" or tasks for each point of intelligence it possesses. (Typical tasks are those taught a dog or similar pet, i.e. they cannot be complex.) 54