But if we really wanted to delve into past editions...
Every time an AD&D Wizard cast
Haste, it aged the targets by a year. Under the rules for Unnatural Aging anyone who was subject to any form of magical or supernatural aging had to make a System Shock roll, or die on the spot.
And a
Fireball spell, cast outdoors by a 5th level caster (minimum for throwing the spell), might very well be in the area effect of the spell, even if cast at a good distance. Why? Because, while the spell gave a burst radius, it also clarified that the spell actually had a total volume, and would expand until that volume was accounted for, as constrained by walls, floors, ceilings etc. The volume was 33,000 cubic feet
or yards. Map areas were always in "inches" and an inch indoor was ten feet, but outdoor was ten yards. Add that the spell, if targeted at ground level, would have the bottom half of the spherical burst constrained by the earth itself, so the volume would be added to the top half. A
hemisphere of 33,000 cubic yards has a radius a lot bigger than 20 feet.
Fireball (Evocation)
Level: 3
Range: 10" + 1"/level
Duration: Instantaneous
Area of Effect: 2" radius sphere
Components: V, S
Casting Time: 3 segments
Saving Throw: ½
Explanation/Description: A fireball is an explosive burst of flame, which detonates with a low roar, and delivers damage proportionate to the level of the magic-user who cast it, i.e. 1 six-sided die (d6) for each level of experience of the spell caster. Exception: Magic fireball wands deliver 6 die fireballs (6d6), magic staves with this capability deliver 8 die fireballs, and scroll spells of this type deliver a fireball of from 5 to 10 dice (d6 + 4) of damage. The burst of the fireball does not expend a considerable amount of pressure, and the burst will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. [The area which is covered by the fireball is a total volume of roughly 33,000 cubic feet (or yards)]. Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell's effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected. The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball. If creatures fail their saving throws, they all take full hit point damage from the blast. Those who make saving throws manage to dodge, fall flat or roll aside, taking ½ the full hit point damage - each and every one within the blast area. The material component of this spell is a tiny ball composed of bat guano and sulphur. [1E PHB, p. 73]
Note the highlighted section. And while the spell area expanded outdoors, the spell range (like most spell ranges) did not.
And indoors, in the standard 10x10 corridor described in every module, it would fill 33 10x10x10 cubes of corridor space, out from its point of origin. At 5th level the maximum range would be 150 feet (10 inches + 1 inch per caster level), while the effective radius would be 16.5 inches.
Lots of fun with that one folks. !
