Chromatic Orb (Alteration - Evocation)


Spell Level        : 1            
Range               : 0 Components         : V, S, M
Duration            : Special / level Casting Time        : 1 segment
Area of Effect    : 1 Creature Saving Throw       : Special

			         	
Description: The chromatic orb spell enables the illusionist to create a small globe of varying hue 
in his or her hand and hurl it at any opponent he or she desires, providing there are no barriers between 
the illusionist and the target creature, and that the target creature is within 3” (the longest range of the 
spell). It is magical and even creatures normally struck only by +5, +4 etc. magic weapons can be affected 
by the spell. Magic resistance withstands this spell of course. At 1” or closer, there is a +3 “to hit”, 
at over 1” to 2” there is a +2 chance “to hit” and only +1 if over 3”. If the spell misses a target, it 
dissipates without further effect. The color of the orb determines the effect. Low level illusionists 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	           Hit Point of Damage		   Special Powers
	1st		    Pearly		           1 – 4		      Light(1)
	2nd		    Heat		           1 – 6		      Heat(2)
	3rd		    Flame		           1 – 8		      Fire(3)
	4th		    Amber		           1 – 10		      Blindness(4)
	5th		    Emerald		           1 – 12		      Stinking Cloud(5)
	6th		    Turquoise	                   2 – 16		      Magnetism(6)
	7th		    Sapphire	                   2 – 8		      Paralysis(7)
	8th		    Amethyst	                   (slow)		      Petrification(8)
	9th		    Ashen		           (paralysis)		      Death(9)

Note 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 versus spell will be blinded for the duration.

2.	Heat from the ruby orb will melt up to 1 cubic yard of ice, and creatures not saving versus spell will
        suffer a loss of 1 point of strength and 1 point of dexterity (or –1 “to hit” and AC) for 1 round 
        following being struck by the orb.

3.	Fire from the orb will set aflame all combustibles within a 1’ 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 5 – 8 rounds unless a successful saving throw versus spell 
        is made (cure blindness or dispel magic negates the spell).

5.	A magical stinking cloud of 5’ radius is created around the target is created 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 vapors.

6.	The turquoise orb inflicts electrical damage, and if the target is wearing ferrous metal it will be 
        magnetized for 3 – 12 rounds unless a save 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 saving throw versus paralyzation is made, the target will be paralyzed for 5 – 20 rounds.

8.	The subject creature will be turned to stone unless a save versus petrifaction is made, and if the save 
        is made the subject will be slowed for 2 – 8 rounds.

9.	The subject creature will die unless a successful save versus death magic is made, and even if it isn’t made, 
        the subject will be paralyzed for 2 – 5 rounds.


Material Component(s): A gem of appropriate hue, or else a clear crystal (such as a diamond), minimum of 50 g.p.



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