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 isnt 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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