AD&D 2nd Edition

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Divine Magic - 7th level

Fire Storm

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

Sphere: Elemental (Fire)
Range: 160 yards
Components: V, S
Duration: 1 round
Casting Time: 1 round
Area of Effect: 20-foot cube / level, minimum 16 10-foot cubes
Saving Throw: 1/2

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame that equal a wall of fire spell in effect. Creatures within the area of fire and 10 feet or less from the edge of the affected area receive 2d8 points of damage plus additional damage equal to the caster’s level (2d8 +1/level). Creatures that roll successful saving throws vs. spell suffer only one-half damage. The damage is inflicted each round the creature stays in the area of effect. The area of effect is equal to two 10′ x 10′ cubes per level of the caster – e.g., a 13th-level caster can cast a fire storm measuring 130′ x 20′ x 10′. The height of the storm is 10 or 20 feet; the balance of its area must be in length and width.

The reverse spell, fire quench, smothers twice the area of effect of a fire storm with respect to normal fires, and the normal area of effect with respect to magical fires. Fire-based creatures, such as elementals, salamanders, etc., of less than demigod status have a a 5% chance per experience level of the caster of being extinguished. If cast only against a flametongue sword, the sword must roll a successful saving throw vs. crushing blow or be rendered nonmagical. Such a sword in the possession of a creature first receives the creature’s saving throw, and if this is successful, the second saving throw is automatically successful.