Djed With Animals
(Speak With Animals)
(Alteration)

[default: cleric, d: druid]

Level: c2, sh2 (d1)
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Range: 0 (sh: T)
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Duration: 2r*
Components: v.s
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CT: 5 (d: 3)
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Save: None
Area: One animal within
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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