Level
1st
Casting Time
1 Action
Range/Area
90 ft. (*)
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Damage (...)

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range, providing there are no barriers between the magic-user and the target creature. If a chromatic orb misses a target, it dissipates without further effect. The color of the globe determines its effect when a subject is struck. Low-level magic-users are restricted as to what color orb they can bring into existence by means of this spell, although the hues below their level are always available should the choice be made to select a color not commensurate with level of experience. Colors and effects are shown on the table below.

Minimum Level of Caster Color of Orb Generated Hit Points of Damage Special Powers
1st Pearl 1d4 light 1
2nd Ruby 1d6 heat 2
3rd Flame 1d8 fire 3
4th Ember 1d10 blindness 4
5th Emerald 1d12 stinking cloud 5
6th Turquoise 2d8 magnetism 6
7th Sapphire 2d4 paralysis 7
10th Amethyst (slow) petrification 8
12th Ashen (paralysis) death 9

 

Notes on special powers:

1: Light equal to a light spell will be generated and persist for 1 round/ level of the caster, and any subject failing to save vs casting DC will be blinded for the duration.

2: Heat from the ruby orb will melt up to 5 cubic foot of ice, and creatures not saving versus spell will suffer a  -1 to hit and-1 to AC for 1 round following being struck by the orb.

3: Fire from the orb will set aflame all combustibles within a 5 ft radius of the target, and unless the target saves versus spell an additional 2 points of fire damage will be suffered (except when protected from fire by magical or natural means).

4: The target subject will suffer blindness for 1d8 rounds at a minimum of 5 unless a successful saving throw versus spell is made. Dispel magic negates this effect.

5: A magical stinking cloud of 15 ft radius is created around the target when a successful hit is made, and the subject must save versus poison or else be helpless, and in any event will be helpless until leaving the area of the vapors (cf. stinking cloud spell).

6: The turquoise orb inflicts electrical damage, and if the target is wearing ferrous metal it will be magnetized for 3d4 rounds unless a saving throw versus spell is successful. Magnetized metal will stick fast to other magnetized metal items, and non-magnetized ferrous metal items will cling until pulled free.

7: Unless a -5 save versus spell is made, the subject creature will be paralyzed for 2d10 rounds with a minimum of 5.

8: The subject creature will be turned to stone unless a -5 save versus spell is made, and even if the save is made, the subject will be slowed for 1d8+1 rounds (cf. slow spell).

9: The subject creature will die unless a successful -5 save versus spell is made, and even if a save is made, the subject will be paralyzed for 1d4+1 rounds.

* - (a gem of the appropriate hue worth 50 gp)

Spell Tags: Damage Social Special

Available For: Sorcerer (Legacy) Wizard (Legacy)

GoblinDadVT

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