Chromatic Orb | ADD2E Spells | Advanced Dungeons & Dragons | Statblocks & Sheets | World Anvil

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Chromatic Orb

Name
Chromatic Orb
Type of Magic
Mage
Spell Level
1st
School
Alteration, Invocation
Sphere
Reversible?
No
Range
​0​
Components

Material, Somatic, Verbal

The material component for this spell is a gem of the appropriate hue or any diamond. The gem must have a value of at least 50 gp.

Duration
​Special ​
Casting Time
1
Area of Effect
1 creature ​
Saving Throw
Negates
Effects
​This spell causes a 4-inch-diameter sphere to appear in the caster's hand. Within the limits described below, the sphere can appear in a variety of colors; each color indicates a different special power. The caster can hurl the sphere at an opponent up to 30 yards away, providing there are no barriers between the caster and the target.​ If the target is no more than 10 yards away, the caster's to hit roll is made with a +3 bonus. If the target is 10-20 yards away, the caster's roll is made with a +2 bonus. If the target is 20-30 yards away, the caster's roll is made with a +1 bonus.​ ​If the chromatic orb misses its target, it dissipates without effect. If the target creature makes a successful saving throw, the chromatic orb is also ineffective. Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized on Table 16; details about the special powers are listed below. The caster can create a single orb of any color listed for his level or lower; for instance, a 3rd-level wizard can create an orange, red, or white orb.​ ​Light from the orb causes the victim to become surrounded by light to a radius of 20 feet, as if affected by a light spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4.​ ​Heat from the orb is intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity (or for victims without these attributes, -1 to hit and a penalty of 1 to AC) for 1 round.​ Fire from the orb ignites all combustible materials within 3 feet of the victim.​ Blindness from the orb causes the victim to become blind as per the spell. The effect lasts for 1 round/level of the caster.​ ​Stinking Cloud from the orb surrounds the victim in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors.​ Magnetism from the orb has an effect only if the victim is wearing armor made from iron. The iron armor becomes magically magnetized for 3-12 (3d4) rounds. Other iron objects within 3 feet of the caster will stick tight to the magnetized armor; only Dispel Magic or a similar spell can release the stuck items. At the end of the spell's duration, the stuck items are released.​ ​Paralysis from the orb causes the victim to become paralyzed for 6-20 (2d8 + 4) rounds; a successful saving throw vs. paralyzation halves the number of rounds.​ Petrification from the orb turns the victim to stone. If the victim successfully saves vs. petrification, he avoids turning to stone and instead is slowed (as per the spell) for 2-8 (2d4) rounds.​ ​Death from the orb causes the victim to die. If the victim successfully saves. vs death magic, he avoids death and instead is paralyzed for 2-5 (1d4 +1) rounds.​ Table 16: Chromatic Orb Effects Level of Caster Color Damage Special Power 1st White 1-4 Light 2nd Red 1-6 Heat 3rd Orange 1-8 Fire 4th Yellow 1-10 Blindness 5th Green 1-12 Stinking Cloud 6th Turquoise 2-8 Magnetism 7th Blue 2-16 Paralysis 8th Violet slow Petrification 9th Black paralysis Death​

Created by

thor547.

Statblock Type

ADD2E Spells

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