Alter Animal Intelligence
(Enchantment/Charm)(Animal)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  Special
Area of Effect:  Creature touched
Saving Throw:  None

By means of this spell it is possible to alter the mental faculties of a non-fantastic animal with an Intelligence of 5 or less. Upon completion of the spell the caster must make a system shock roll. Success indicates that the recipient creature's Intelligence is increased to 1d4+5 HP. Sentience, if not previously possessed, is granted, as is a basic understanding of one language known by the caster. Failing the system shock roll kills the animal and causes the caster to lose 1 point of Intelligence for 1 year.
This spell does not usually grant the recipient the power of speech, since few animals' vocal chords are capable of producing humanoid sounds. DM discretion should be used here; if the animal is one that would seem to have the ability to use human speech (eg., a Myna Bird), then the DM can rule that the animal is also capable of conversation.
Casting time is 2d6+4 weeks, which includes constant companionship and training. Successful use of the animal training non-weapon proficiency will half the casting time. Only one animal at a time can be affected by the druid or priest.

The animal must be regularly touched during the training period. This could initially be quite dangerous as the spell does not magically affect loyalty or friendship. One may assume, however, that, depending upon the treatment of the animal, the awakened intelligence will lead to a bond between caster and animal.
Only a limited wish or wish will reverse the spell's effects. Awakened intelligence is not be passed on to offspring. The material components are a dried fish and a piece of brain coral.

