Cleric 2
Range. 0
Duration. 2r per CL
Area of Effect. One animal within 3" radius of cleric
Alteration
Components. V, S
Casting Time. 5s
Saving Throw. None
By employing this spell, the cleric 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.
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.
Druid 1
Range. 0
Duration. 2r per CL
Area of Effect. One animal within 4" radius of druid
Alteration
Components. V, S
Casting Time. 3s
Saving Throw. None
Except as noted above, this spell is the same as the second level cleric spell of the same name.