AD&D 2nd Edition

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Category Archives: 5th Level


Animal Summoning II

Sphere: Animal, Summoning
Range: 60 yards/level
Components: V, S
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls up to six animals that have 8 Hit Dice or less, or 12 animals of 4 Hit Dice or less, of whatever sort the caster names. Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals – suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses that may or may not be within summoning range. Your DM will determine the chance of a summoned animal type being within range of the spell. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).

Animal Growth

Sphere: Animal
Range: 80 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 8
Area of Effect: Up to 8 animals in a 20-foot-square area
Saving Throw: None

When this spell is cast, the caster causes all animals, up to a maximum of eight, within a 20-foot-square area to grow to twice their normal size. The effects of this growth are doubled Hit Dice (with resultant improvement in attack potential), doubled hit points (except hit points added to Hit Dice), and doubled damage in combat. Movement and AC are not affected. The spell lasts for two rounds for each level of the caster. The spell is particularly useful in conjunction with a charm person or mammal spell.

The reverse reduces animal size by one-half, and likewise reduces Hit Dice, hit points, attack damage, etc.

The material component for this spell and its reverse is the caster’s holy symbol and a scrap of food.

Air Walk

Sphere: Elemental (Air)
Range: Touch
Components: V, S, M
Duration: 1 hour +1 turn/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

This spell enables a creature, which can be as large as the largest giant, to tread upon air just as if it were solid ground. Moving upward is similar to walking up a hill; a maximum upward angle of 45 degrees is possible at one-half the creature’s movement rate. Likewise, a maximum downward angle of 45 degrees at the normal movement rate is possible. An air-walking creature is always in control of its movement rate, save when a wind is blowing. In this case the creature gains or loses 10 feet of movement for every 10 miles per hour of wind velocity. The creature may, at the DM’s option, be subject to additional penalties, loss of control, and possible damage in exceptionally strong or turbulent winds.

The spell can be placed upon a trained mount, so it can be ridden through the air. Of course, a mount not accustomed to such movement would certainly need careful and lengthy training, the details of which are up to the DM.

The material components for the spell are the priest’s holy symbol and a bit of thistledown.