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This spell creates a weaponized orb of colorful light. The orb's color determines its properties.

AD&D 2e Edit

Chromatic OrbEdit

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.
2nd Ruby Red 1d6

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.

D&D 4eEdit

Spell DetailsEdit

  • Sorcerer Daily Attack Level 1
  • Keywords: Aracne, Implement
  • Casting Time: Standard Action
  • Attack: Charisma vs. Reflex against one creature within 10 squares.

DescriptionEdit

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:

  1. Yellow: Radiant damage; the target is dazed (save ends)
  2. Red: Fire Damage; each creature adjacent to the target takes Fire damage equal to your Dexterity modifier.
  3. Green: Poison damage; ongoing 5 poison damage (save ends)
  4. Turquoise: Lightning damage; you slide the target a number of squares equal to your Dexterity modifier.
  5. Blue: Cold damage; the target is immobilized (save ends)
  6. 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.

UsesEdit

This spell is a potent level 1 daily for Chaos Sorcerers

Sources Edit

Wizard's Spell Compendium Volume 1, page 141

D&D Compendium, http://www.wizards.com/dndinsider/compendium/power.aspx?id=1163

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