Animal Friendship(AR)
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Antheel Rules
The rules for moderating the spell
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Animal Friendship
Enchantment [Psychic]
Level: Alc 1, Dru 1, Rag 1, Ran 1, Wit 1 Components: V, S, M Casting Time: 1 Action Range: 10ft./level Effect: 1 animal becomes loyal Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
The caster wins the loyalty of an animal provided that his heart is true. The spell functions only if the caster actually wishes to be the animal's friend. If the caster is not going to treat the animal as a friend (for example: he intends to eat it or have it set off a trap) the spell will fail. An animal's loyalty, once gained, is natural (not magical) and lasting.
The caster can teach the befriended animal one specific trick or task for each point of intelligence it possesses (takes usual time as with skill Handle Animal, but chance of success is automatic). Typical tasks are: coming when called, rolling over on command, fetching, or shaking hands. They cannot be complex (complex tricks, such as accepting a rider, require the Handle Animal skill WITH a chance for success/failure). Teaching the animal further tricks will require the usual Handle Animal skill. Note that an animal friend will do things for the caster, but these must be carefully told to the animal friend as a one-time act. Having the animal perform on demand at the speaking of a word demands training. Untrained animal friends will attack any that directly attack in melee the caster, but will not switch opponents, follow an opponent that moves away, or do special attack routines.
At any one time, the caster can have only a certain number of animals befriended to him. He can have animal friends whose Hit Dice total no more than twice his caster level. The caster may dismiss animal friends to enable him to befriend new ones.
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