AD&D 2nd Edition

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Arcane Magic - 2nd Level

Summon Swarm

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

Range: 60 yds
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 10 ft. cube
Saving Throw: Neg.

The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the summon swarm spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per 3 levels of the caster each round. Note that spellcasting within the swarm is impossible.

Dice Roll      Swarm Type
01-40 Rats
41-70 Bats
71-80 Spiders
81-90 Centipedes/beetles
91-100 Flying insects

The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. A protection from evil spell keeps the swarm at bay, and certain area-effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a gust of wind). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in 2 rounds. The swarm is stationary once conjured. The material component is a square of red cloth.