- Level: 1
- Range: 10 yards
- Components: V, S, M
- Duration: 2 hours + 1 hour/level
- Casting Time: 1 turn
- Area of Effect: 1 mount
- Saving Throw: None
In the gritty reality of AD&D 2e, overland travel is a logistical nightmare. Buying a warhorse is a massive financial investment, feeding it drains resources, and a single random encounter with a pack of dire wolves can leave the party stranded miles from civilization with thousands of gold pieces worth of dead mounts. The Mount spell solves the dungeoneer’s transportation crisis by providing a temporary, fully expendable beast of burden that scales dramatically in power as the wizard grows in level.
Functional Overview
Over the course of a 10-minute incantation, the wizard conjures a normal, willing animal to serve as a mount.
- The Time Limit: The mount persists for 2 hours, plus 1 additional hour per caster level. Once the duration expires, or if the animal is slain, it simply vanishes back to its point of origin.
- The “Saddle Tax” (Gear Mechanics): By default, the summoned creature arrives bareback. However, if the wizard chooses to summon a mount from a lower tier than they are currently entitled to, the lesser mount arrives fully equipped with a saddle and harness.
- The 10-Minute Casting Time: The spell has a casting time of 1 turn (10 minutes). It cannot be used in the heat of combat.
- Level Scaling: The spell is completely unique among 1st-level spells in how radically its output changes as the wizard levels up:
| Caster Level | Conjured Mount |
| 1st – 3rd | Mule or light horse |
| 4th – 7th | Draft horse or war horse |
| 8th – 12th | Camel |
| 13th – 14th | Elephant (includes howdah at 18th level) |
| 15th+ | Griffon (includes saddle at 18th level) |
Tactical Insights & Exploits
While primarily a logistical tool, clever wizards leverage the specific mechanics of Mount to overcome environmental and financial hurdles:
1. The Expendable Vanguard
Because the mount disappears when slain without leaving a corpse or penalizing the caster, it is the ultimate expendable asset. If the party needs to cross a freezing river, navigate a treacherous mountain pass, or simply carry a massive hoard of heavy copper pieces out of a dungeon, the summoned mule takes on all the physical risk. If a manticore swoops down and eats the horse, the party has lost nothing but a 1st-level spell slot.
2. The Bareback Dilemma
The rule regarding riding gear forces a brilliant tactical choice. Riding a horse bareback in AD&D 2e imposes severe penalties, making it highly likely a character will fall off if the horse bolts or enters combat. A 4th-level wizard can summon a powerful, combat-ready Warhorse, but they will have to ride it bareback. Alternatively, they can step down a tier and summon a Light Horse that comes with a saddle and harness, trading raw combat stats for riding stability and safety.
3. The Material Component Quest
The spell requires “a bit of hair from the type of animal to be conjured.” At 1st level, getting horse hair from the local stables is trivial. But when the wizard hits 13th level and wants to summon an Elephant, or 15th level to summon a flying Griffon, they cannot simply cast the spell. They must first track down, negotiate with, or battle those exotic creatures to harvest the necessary physical component, turning a simple spell component requirement into a compelling adventuring hook.
4. The “Getaway Car” Misconception
New players frequently attempt to use Mount as an emergency escape button when an encounter goes poorly. Because the casting time is 1 turn (10 full minutes of uninterrupted chanting), this is mechanically impossible. Mount is strictly a preparation spell. If you plan to raid a bandit camp and need a fast getaway, you must cast the spell while hidden in the woods before the attack begins.
Research & Acquisition
Mount bridges the gap between pure Conjuration and Summoning, requiring the apprentice to establish a temporary planar tether to an existing beast.
- Research Time: 1d10 + 1 weeks.
- Financial Investment: 100–1,000 gp.
- Material Components: A bit of hair from the specific type of animal to be conjured.
Theoretical Variants
Conjurers focused on mobility and logistics often tweak this spell to bypass its casting time limitations or adapt to new environments:
- Instant Steed (Level 2 Research): Reduces the casting time from 1 turn down to 1 round, allowing the wizard to summon a getaway horse in the middle of a chaotic battle. In exchange, the duration is heavily penalized, lasting only 1 turn per level rather than hours.
- Aquatic Mount (Level 2 Research): Alters the conjuration parameters to target marine life. Instead of horses and camels, the wizard summons a hippocampus, a giant seahorse, or a giant sea turtle, providing the party with vital underwater transportation.
- Pack Team (Level 2 Research): Rather than summoning a single creature meant for riding, this variant summons 1d4+1 rudimentary mules. They cannot be ridden and will flee from combat instantly, but they can carry a massive amount of dungeon loot for the duration.
The Verdict
Mount is a masterclass in tabletop economics. It completely removes the financial burden of buying, feeding, and protecting pack animals, freeing up the party’s gold for magical items and strongholds. While its 10-minute casting time prevents it from being a mid-combat panic button, its incredible scaling—eventually granting a 1st-level spell slot the power to summon a flying Griffon—ensures it remains a prepared staple from level 1 all the way to the endgame.
