AD&D 2nd Edition

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Divine Magic - 6th Level

Conjure Animals

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

Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

The conjure animals spell enables the priest to magically create one or more mammals to attack his opponents. The total Hit Dice of the mammals cannot exceed twice his level, if the creature conjured is determined randomly, or his level, if a specific animal type is requested. The DM selects the type of animal that appears if it is randomly called. Thus, a priest of 12th level could randomly conjure two mammals with 12 Hit Dice each, four with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, 12 with 2 Hit Dice each, or 24 With 1 Hit Die each. Count every +1 hit Point added to a creature’s Hit Dice as 1/4 of a Hit Die. Thus a creature with 4 +3 Hit Dice equals a 4 3/4 Hit Dice creature. The conjured animals remain for two rounds for each level of the conjuring priest, or until slain, and they follow the caster’s verbal commands. Conjured animals unfailingly attack the priest’s opponents, but resist being used for any other purpose; they do not like it, become noticeably more difficult to control, and may refuse any action, break free, or turn on the caster, depending on the nature of the creature and the details of the situation. The conjured animals disappear when slain.