Continual light is indeed equal to continual flame.
Descriptions of unfamiliar spells, from the 2e Spell Compendiums:
Sunscorch (wizard)
(Evocation)
(Province: Flame) (this spell was originally from Al-Qadim)
Level 3
Range: 5 yds./level
Components: V,S
Casting Time: 3
Duration: Instantaneous
Area of Effect: 1 creature
Saving Throw: 1/2
When a wizard casts this spell, an intense blast of heat emanates from his hand, forming a narrow beam that curves around obstacles and moves to follow its target, striking as unerringly as a magic missle.
The beam bakes the target with 6d4 points of heat damage -- plus an additional 2d4 if the creature is wearing armor or physically touching any metal weapon or item larger than a sword, including a shield.
The sunscorch spell does not require sun, heat, or even warm surroundings to work. However, a wizard cannot cast it underwater or through water, including rain or fog.
The magical heat of this spell affects living flesh only. Undead or nonliving objects are immune, even if they're highly flammable or vulnerable to sunlight. Thus a warrior carrying a skin of goat's milk can be cooked to death while the milk remains cool and unspoiled.
Sol's Searing is a cleric spell from the 2e Tome of Magic
(Invocation)
Sphere: Sum
Level 6
Range: 30 yds.
Components: V, S. M
Casting Time: 6
Duration: Instantaneous
Area of effect: 1 gem
Saving Throw: Special
This spell must be cast upon a topaz. When the spell is complete, the stone glows with an inner light. The gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. The acts of casting and throwing occur in the same round. It is not possible for the priest to give the stone to another character to throw.
The stone can be hurled up to 30 yards. The priest must roll normally to hit, with a +3 bonus to the attack roll and no penalty for nonproficiency. In addition, the glowing gem is considered a +3 weapon for determining whether a creature can be struck (creatures only hit by magical weapons, for example). There is no damage bonus, however.
When it hits, the gem bursts with a brilliant searing flash that causes 6d6 points of fire damage to the target creature and blinds it for d6 rounds. The creature is allowed a saving throw vs. spell. If successful, only half damage is sustained and the creature is not blinded. Undead creatures suffer 12d6 points of damage and are blinded for 2d6 rounds (if applicable) if they fail. They receive 6d6 points of damage and are blinded for d6 rounds if the saving throw is successful.
If the gem misses its target, it explodes immediately causing 3d6 points of damage (or 6d6 against undead) to all creatures within a 3-foot radius. It blinds them for d3 rounds (d6 rounds vs. undead). All subjects are allowed a saving throw vs. spell, with success indicating half damage with no blindness. The grenade-like missle table in the DMG is used to determine where the stone hits.
The material component is a topaz gemstone worth at least 500 gp.
Insatiable Thirst is a wizard spell from Tome of Magic.
(Enchantment/Charm)
(Water)
Level 2
Range: 5 yds./level
Components: V,S
Casting Time: 2
Duration: 1 rd./level
Area of effect: 1 creature
Saving Throw: Neg.
This spell instills in the subject an uncontrollable desire to drink. The creature is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a creature might not realize that a liquid is poisonous. The creature will not consume a liquid known to be poisonous.
No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creaturecan do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending on their nature) may be willing to kill for drinkable fluids.