AD&D 2nd Edition

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Divine Magic - 2nd Level

Dust Devil

School:
Range:
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Casting Time:
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Sphere: Elemental (Air)
Range: 30 yards
Components: V, S
Duration: 2 rounds/ level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

This spell enables a priest to conjure up a weak air elemental – a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of damage, which can be hit by normal weapons. The dust devil appears as a small whirlwind one foot in diameter at its base, five feet tall, and three to four feet across at the top. It moves as directed by the priest, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin.

The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spell-caster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the elemental plane of Air – even another dust devil – can disperse a dust devil with a single hit.