This spell creates a weaponized orb of colorful light. The orb's color determines its properties.
AD&D 2e Edit
|Spell Level: 1||Rarity: Uncommon (Illusionists) or Rare|
|Schools: Alteration, Illusion|
|Components: V, S, M (a gem of the appropriate hue, or any diamond; must be worth at least 50 gp)|
|Range: 30 yds||Casting Time: 1|
|Duration: 2d6 rds + 2 rds/level||Saving Throw: Negates|
|Target: One creature|
You create an orb of colored light and throw it at a target in range. You get a +3 bonus on the ranged attack roll (-1 for every 10 yards), and the creature hit also can save to negate. If the attack misses, or the target negates, the spell dissipates without effect. You can pick a color effect of your level or lower to create.
|Caster Level||Color||Damage||Special Power|
|1st||Pearly White||1d4||Light: The target is surrounded by light to a radius of 20 ft., as if affected by a light spell, for one round. While illuminated, the target takes a -4 penalty to attacks and saves, and has an AC penalty of 4.|
Heat: The target loses one point of Strength and one point of Dexterity (or takes a -1 penalty to attacks and AC) for one round. The orb is also hot enough to melt 1 cubic yard of ice.
|3rd||Flame Orange||1d8||Fire: All combustible materials within 3 feet of the target catch on fire.|
|4th||Amber Yellow||1d10||Blindness: The target is blind (-4 to attacks and saves, AC penalty of 4) for one round per level of the caster.|
|5th||Emerald Green||1d12||Stinking Cloud: The target and any creatures within a 5 ft. radius must make a save vs. poison or become reeling from the stink, and unable to attack for 1d4+1 rounds.|
|6th||Turquoise Blue||2d4||Magnetism: If the target is wearing iron or steel armor, other iron or steel objects within 3 feet of the caster will stick tightly to the armor for 3d4 rounds. A dispel magic spell can release the stuck items before then.|
|7th||Sapphire Blue||2d8||Paralysis: The target must save vs. paralyzation or be paralyzed for 2d8+4 rounds.|
|10th||Amethyst Violet||Paralysis||Petrification: The target is turned to stone. The creature can attempt a save vs. petrification to negate, but if it is half the caster's level or less, they are still paralyzed for 1d4+1 rounds even on a successful save.|
|12th||Ebony Black||Slow||Death: The creature dies if they fail a save vs. death. If the targe succeeds, it is instead slowed for 2d4 rounds.|
- Sorcerer Daily Attack Level 1
- Keywords: Aracne, Implement
- Casting Time: Standard Action
- Attack: Charisma vs. Reflex against one creature within 10 squares.
On a hit, the attack deals 3d10 + Charisma Modfier damage, and the caster can roll a 1d6 to determine the damage type and special effect as below:
- Yellow: Radiant damage; the target is dazed (save ends)
- Red: Fire Damage; each creature adjacent to the target takes Fire damage equal to your Dexterity modifier.
- Green: Poison damage; ongoing 5 poison damage (save ends)
- Turquoise: Lightning damage; you slide the target a number of squares equal to your Dexterity modifier.
- Blue: Cold damage; the target is immobilized (save ends)
- Violet: Psychic damage; the target takes a -2 penalty to AC (save ends)
On a miss, the attack still deals 1d10 damage, and the caster still gets to roll the d6 for damage and effect.
This spell is a potent level 1 daily for Chaos Sorcerers
Wizard's Spell Compendium Volume 1, page 141
D&D Compendium, http://www.wizards.com/dndinsider/compendium/power.aspx?id=1163