AD&D 2nd Edition

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Divine Magic - 5th Level

Air Walk

School:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

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.