Conversions from 2nd AD&D Elemental Spells
Version 1.2 / Update January-12, 2001

This document is in fact a compilation of spells which do not appear in the D20 System PHB. These spells come from various sources, such as Al Quadim, Dark Sun, or Oriental Adventures. I have restricted them to Elementalist spells, because what I wanted to do, is a list of spells for my Elementalist character classes.

This document will be regularly updated with newly converted spells. Of course, if you want to send me spells that I did not yet translated, thanks for doing so (I don’t have all the sources of TSR spells!!).

Someday, when I have enough spells in it, and my Elementalist classes are finished (see on Community3E forums –new classes– for work in progress and tell your suggestions), I will put all of this in a finely formatted document. Until then, enjoy the small selection.

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Air Lens : Concentrate sunrays into 2 searing attacks for 2d6 of dmg each, for 3 +1/level rounds.

Air Lens

Transmutation [Air]
Level: Clr 3, Sor/Wiz 3, Elm 3
Components: V, S, M
Casting Time: 1 action
Range: Long (200ft. + 20ft./level)
Target, Effect or Area: 1 or 2 targets each round
Duration: 3 minutes + 1 minute/level
Saving Throw: No
Spell Resistance: No

By means of this spell, you create a magical lens high in the air, with which you can direct intensified rays of the sun against your opponents. However, you must be in the sunlight (outdoors a sunny day) for the duration of the spell. Once cast, you can attack with the lens twice per round, against one or two different targets within spell range. Attack rolls must be made for each attack (normal attack bonus, no modifiers for strength or else). Targets under cover receive appropriate protection for both cover and concealment. Each successful attack inflicts 2d6 points of searing damage (against which protection from fire do apply). Note that spell resistance do not apply, because this searing rays are in themselves non-magical.
The spell can also be used to ignite flammable materials. When doing so against non-mobile targets, no attack roll is necessary, and any normally combustible material (cloth, wood, paper, etc.) will ignite. Personal equipment may also be targeted, but you need to make a successful attack roll at –4 penalty. If hit, the article of equipment ignites. Burning clothing will inflict 1d6 points of damage per round for 1d6 rounds, or until discarded. Burning weapons and armors (provided they are flammable) become useless. The flames so created are non-magical in nature and can be extinguished normally. Magical darkness can negate the effects of this spell. Magical shade reduces damage by half.
Arcane Material Components: a small round piece of glass.

Source: Dark Sun rulebook p.95 (first edition).

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Chariot of Sustarre : Creates for twelve hours, a flying chariot of fire to transport passengers into the sky.

CHARIOT OF SUSTARRE

Conjuration (Summoning) [Fire]
Level: Drd 7, Sor/Wiz 7, Elm 6
Components: V, S, M
Casting Time: 10 minutes
Range: Close (30 ft.)
Target, Effect or Area: Special
Duration: 12 hours
Saving Throw: Reflex negates (none necessary for passengers)
Spell Resistance: Yes (harmless to passengers)

When this spell is cast, it brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire. These appear in a clap of thunder amid a cloud of smoke. The vehicle moves at 60 feet on the ground, 120 feet flying, and can carry the caster and up to seven other creatures of man-size or less. The passengers must be touched by the caster to protect them from the flames of the chariot. Creatures other than the caster and his designated passengers sustain 2d4 points of fire damage each round if they come within 5 feet of the horses or chariot. Such creatures suffer no damage if they evade the area by rolling successful Reflex saving throws.
The caster controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, and turn left or right as he desires. Note that the chariot of Sustarre is a physical manifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons (damage-reduction-defense of 10/+1) or by water (one quart of which inflicts 1 point of damage). They are Armor Class 18, and each requires 30 points of damage to dispel. Naturally, fire has no effect upon either the vehicle or its steeds, but magical fires other than those of the chariot can affect the riders. Other spells, such as a successful Dispel magic or Dismissal, will force the chariot back to its home plane, without its passengers. The chariot can be summoned only once per week.
Arcane Material Components: a small piece of wood, two holly berries, and a fire source at least equal to a torch.

Source: 2nd edition AD&D Player’s Handbook (p.294).

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Cloud Trapeze: calls a magical cloud on which it is possible to travel very quickly extremely long distances.

CLOUD TRAPEZE

Conjuration (Creation) [Air]
Level: Sor/Wiz 8, Elm 7
Components: V, S, M
Casting Time: 1 full round
Range: Personal
Target, Effect or Area: Caster plus 1 creature/4 levels.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell allows the caster to soar on a magical cloud at incredible speeds. Upon casting the spell, the caster gently lifts into the air on a small cloud and then whizzes away in whatever direction she desires. The caster can take one human-sized creature with her for every four levels she possesses. The rate of movement is 10 miles every minute. Thus in ten minutes, you can cover 100 miles. Those riding on the cloud feel none of the effects of this swift movement, and the ride is perfectly steady and calm, even through the worst weather. At the end of the spell, or when the caster decides to land, the cloud settles gently to earth and disappears.
During flight, the caster may guide the cloud how she whishes it (changing direction if need be). But, at the end of spell duration, if the caster did not know where to land, the cloud will always land onto the nearest ground. It means that during the last 1d4 minutes, it will automatically go toward the nearest ground in the area, if the caster hasn’t set a precise location within reach.
Arcane Material Components: a ball of cotton.

Source: Oriental Adventures (p.94). Note: this was originally a wu-jen spell of 8th level. I put it 7th level for elementalists (Elm) because this should be one of their spells. I added the little clarification on piloting and landing.

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Dust Devil: transforms

DUST DEVIL

Conjuration (Summoning) [Air]
Level: Clr 2, Elm 1
Components: V, S
Casting Time: 2 full round
Range: Medium (100 ft.)
Target, Effect or Area: 5 x 4 ft. cone
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: No

This spell enables you to conjure up a weak air elemental (a dust devil of AC 16 –hit  by normal weapons–; 2d8 HD; MV 180 feet per round; Attack: 1/rnd, +2 att bonus, 1d4 of damage). The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top. It moves as directed by you, but dissipates if it is ever separated from you by more than 100 feet. 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 you or someone else (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 spellcaster caught in the dust devil or its cloud while casting must make a concentration check to keep going on, 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.

Source: 2nd edition AD&D Player’s Handbook (p.259).

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Fire Wings: transforms your arms into brilliant wings of fire enabling you to fly, but also attack.

FIRE WINGS

Transmutation [Fire]
Level: Sor/Wiz 4, Elm 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target, Effect or Area: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless for caster)

This spells transforms your arms into wings of brilliant fire. You and your equipment however do not suffer any damage from this flame, but all within 3 feet suffer 1d3 of damage each round (unless immune to fire). Since your arms are transformed, however, you cannot hold item in your hands, nor casting spells with somatic and/or material components. Nonetheless, rings and bracers can still be worn, fitting around the pinions of feathery flames. These wings enable you to fly at a speed twice your normal movement rate (thus 60 feet for a human). They also cast light, as would a great fire. Finally you can use these flames to batter opponents, inflicting 2d6 of damage on a successful attack (50% as fire, 50% as blunt weapon; no saving throw allowed). However, such attacks are no so easy to make, thus incur a –2 penalty to initiative. Note the wings can be snuffed out if you are hit by a large quantity of water (at least several gallons), freezing/ice magical attack, or a wind of hurricane or greater force. Anyway, when the spell ends normally, the magic fails slowly, enabling to land safely (drop 60 feet per rounds for 1d6 round).
Arcane Material Components: a bird’s feather which is burned upon casting, and a platine amulet of a phoenix (which is not destroyed). Such amulet usually costs 200 gp to create.

Source: Oriental Adventures (p.83). Note: this was originally a wu-jen spell of 3rd level. I put it 4th level for wizards due to better duration, but 3rd level for elementalists (Elm) because this should be one of their spells.

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Life Water: transforms a mundane liquid into a healing elixir of utmost potency

LIFEWATER

Transmutation [Water]
Level: Clr 9, Drd 9, Sor/Wiz 9, Elm 8
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target, Effect or Area: Up to 1 gallon
Duration: Up to 1 day
Saving Throw: Fortitude half (but beneficial spell)
Spell Resistance: Yes (harmless)

This spells transforms any liquid into a sweet-smelling elixir that heal wounds and cures blindness, disease, poisoning, rotting (including “mummy rot”), magical feeblemindedness, and fungal growth (such as the transformation of flesh into green slime). Even life-threatening wounds are healed; lost limbs and organs regenerate instantly when the miraculous Life-Water is applied!! A severed head cannot be restored however. As wondrous as the elixir is, it cannot bring a recipient back to life, nor can it restore a magically transformed creature to his original form. Also, it doesn’t restore energy/levels drained by undead.
One gallon of the sublime elixir entirely cures one man-sized being of all ailments listed above, restoring all lost hit-points in the process. An average sized water-skin filled with Life Water can cure one condition, or restore 3d8 hit-points of physical damage. Immersing even a partial body in Life Water can restore the complete form, provided the body is not dead. (Any leftover body parts are worthless and useless.) The elixir is a topical treatment. As it is used, it is absorbed by the recipient and disappears. A pool created by this spell can be completely absorbed by several healings.
Arcane Material Components: any liquid can serve as the material component of this spell, even a liquid devised by magical means. Leftover elixir reverts to its original condition with the next setting of the sun.

Source: Al Quadim Arabian Adventures (p.148). 

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Sandstorm: call a huge dust devil which can attack several targets for 2d6 dmg per round.

Sandstorm

Conjuration (Creation) [Air]
Level: Clr 5, Elm 4
Components: V, S, M
Casting Time: 4 full rounds
Range: Medium (200 ft.)
Target, Effect or Area: special
Duration: 3 rounds/level
Saving Throw: Reflex half
Spell Resistance: No

This spells allows you to conjure a very large version of a Dust Devil; one that can engage and attack a number of targets at once. The storm is a kind of air elemental (a greater dust devil of AC 20 with Dmg-reduc-def 10/+1; 10d8 HD; MV 60 feet per round; Attack: 1/rnd, +10 att bonus, 2d6 of damage). It is a large whirlwind of dust and sand 12 feet tall, that cover an area 30 feet by 30 feet square per level of the caster. You can determine the storm’s shape, and change it on any round after casting, provided no portion of the storm moves further than its movement rate. In any case this appearance will remain vague, and cannot change the properties of the storm. 
Any creature caught within the storm is subject to automatic damage, but can make a Ref save for half. The winds of the storm will put out all normal fires within it. Also, any items within the storm must make an appropriate save at +2 each round or be destroyed (Sane judgment apply: a glass bottle automatically breaks, while a metal dagger remains intact). The storm can hold a gas cloud or creature in gaseous form at bay or push it away from the caster. The cloud obscures vision through it, and creatures are blinded for 1d4 rounds after emerging from it (For save vs DC=10 to avoid blindness). A spellcaster caught within the sandstorm automatically looses concentration, ruining any spell he is about to cast.
Arcane Material Components: a small bottle of air collected on a windy day.

Source: Dark Sun rulebook p.96 (first edition). The statistics of the greater dust devil are somewhat interpreted. 

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Windtomb: creates the ultimate prison, of suspended animation, in which imprison something.

WINDTOMB

Transmutation [Air]
Level: Sor/Wiz 9, Elm 9
Components: V, S, M
Casting Time: 1 full round
Range: Close (15ft./level)
Target, Effect or Area: 1 creature or area
Duration: Permanent until dispelled
Saving Throw: Special 
Spell Resistance: Yes

The casting of this powerful spell creates a virtually impenetrable wall of wind around a person, place, or object. The windy barrier encircles the item and arc over the top, preventing all entry. It can extend itself into a sphere, thwarting all attempts to dig under the barrier and gain entrance from below. Even if all the material around it, is removed, the Windtomb remains firmly in place.
A Windtomb can entrap one target as small as a dog (roughly 3 feet across), or as large as a keep (roughly 100 yards/meters across). If the target is a building, all those within it are trapped. Living creatures at the heart of a Windtomb are placed in a state of suspended animation (see Temporal Stasis in PHB).
The caster has three sets of options when casting that spell:
• First she must decide whether the swirling barrier of wind will howl and moan, or be silent as death.
• Second she must decide whether the tomb will appear as a swirling mass of color, or whether it will be invisible. In the former case the contents will be blurred. In the latter, the contents will be as invisible as the barrier itself.
• Third she must choose whether divination magic will reveal the contents of the Windtomb, or whether the contents will remain secret.
If creatures try to breach the wall from without, they are picked up, battered for one round, then tossed outside the area of effect, suffering 4d10 points of damage (Ref save for half). Even creatures in gaseous form, water form, or else, are battered and tossed (with identical effects), if they attempt to breach the tomb. Creatures who are partially or wholly shifted into another dimension can escape damage when attempting to cross through the tomb. They still don’t succeed, however. This also applies to creatures out of phase, as well as those in the astral or ethereal planes.
The Windtomb scatters magic. Attempts to Dimension Door, Teleport, and any other such spell of transport, fail miserably. The individual attempting the act is randomly shunted to another location on the same side of the tomb. Similarly, other spells (including Dispel Magic) are bounced off in random directions. Only the power of a full Wish or similar spell can bring down the walls of a Windtomb.
The Windtomb serves as the ultimate prison for dangerous creatures, unpopular royal relatives, perilous artifacts, and priceless treasures. An adventurer should always try to ascertain what exists at the heart of the storm before breaching the Windtomb.
Arcane Material Components: a small crystalline or glass figure of the item, creature, or place to be entombed. This is custom work, performed by a glass maker, and costs about 700 gp. The replica must be perfect (DC=25). If the replica is imperfect, a Ref saving throw is allowed for the target, or for all those within the target. (Otherwise, spell resistance can protect from this spell).

Source: Al Quadim Arabian Adventures (p.151). 

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