Djed With Animals
(Speak With Animals)
(Alteration)
[default: cleric, d: druid]
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3" (d: 4") radius of caster |
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Effect: By employing
this spell,
the priest
is empowered to comprehend and communicate with any warm or cold-blooded
animal
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.v.),
for it allows conversation
only with basically normal, non-fantastic creatures
such as apes, bears, cats, dogs, elephants,
and so on.
DMG.cleric: This spell
will not necessarily make the animal type being conversed with the good
and true friend of the cleric,
so terseness and evasiveness
are likely in basically hostile and reasonably intelligent creatures.
The more stupid ones will
make inane comments too!
Remember to assume the role
of an animal, with the appropriate mentality and viewpoint.
Speak With Animals:
Monsters cannot,
of course, be conversed
with using this
spell, but the rool of giant
animals is
unclear. In #47 of DRAGON
magazine,
the Sage Advice column
said they should
not be available for comment;
this is
probably the best way to
handle this spell.
(Imagine #30)
Speak With Animals:
See the 2nd level
clerical spell of the same
Name.
(Imagine #30)
DMG.druid: As noted
for the cleric spell of the same name,
this magic will not make
the animal altogether friendly and co-operative.
Shukenja:
This spell empowers the shukenja to communicate with any normal, nonfantastic
warm- or cold-blooded creatures of Intelligence 1 or greater.
The animals do not attack
while this spell is in effect.
Question: The Speak
with Animals
spell allows communication
only with
“basically normal, non-fantastic
crea-
tures such as apes, bears,
cats,
dogs,
elephants and so on.” (PH,
page 46)
Does this mean that anything
in the MM cannot be spoken to?
Answer: The MM
includes
many examples of “non-fantastic
crea-
tures.” Generally, they
include all mon-
sters whose AD&D™
attributes corres-
pond to the abilities and
characteristics
of the actual animals, and
who do not
have any magical or unnatural
abilities
— such as (to name just
a few) elephant,
jaguar, herd animals, flightless
birds,
whales and camels.
Generally,
Speak with Animals cannot be employed
against creatures which
are altered versions of “real” animals,
such as the Giant
Skunk or Giant Beetles,
because these are not “basically
normal” creatures with
regard to the natural animals
of those types.
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