Chromatic
Orb
(Alteration - Evocation)
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Effect: 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 distance the chromatic orb can be hurled).
It is magical,
and even creatures normally
struck only by +5, +4, etc. magic weapons will be affected by the chromatic
orb if it strikes.
Magic resistance withstands
this spell, of course.
At 1" or closer, there is
a +3 chance "to hit",
at over 1" to 2" there is
a +2 chance to strike the target,
and over 2" to the maximum
3" the chance "to hit" is only +1.
If a chromatic orb
misses a target, it dissipates without further effect.
The color of the globe determines
its effect when a subject is struck.
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 levels of experience.
Colors and effects are shown
on the table below.
Minimum
Level of Caster |
Color of Orb
Generated |
Hit Points
of Damage |
Special Powers |
1st | Pearly | 1-4 | light |
2nd | Ruby | 1-6 | heat |
3rd | Flame | 1-8 | fire |
4th | Amber | 1-10 | blindness |
5th | Emerald | 1-12 | stinking cloud |
6th | Turquoise | 2-16 | magnetism |
7th | Sapphire | 2-8 | paralysis |
10th | Amethyst | ([slow]) | petrification |
12th | Ashen | (paralysis) <link> | death |
Notes on special powers:
Light:
Light equal in brightness
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 that duration.
Heat:
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.
Fire:
Fire from the orb will set
aflame 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 natural or magical means).
Blindness:
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 this effect.)
Stinking
Cloud:
A magical [stinking
cloud] of 5' radius (around the target) is created when a successful
hit is made,
and the subject must save
versus spell or else be helpless,
and in any event will be
helpless until leaving the area of the vapors (cf. stinking cloud
spell). <edit>
Magnestism:
The turquoise orb inflicts
electrical damage,
and if the target is wearing
ferrous metal it will be magnetized for 3-12 rounds unless a saving throw
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.
Paralysis:
Unless a saving throw versus
paralyzation is made,
the subject creature will
be paralyzed for 5-20 rounds.
Petrification:
The subject will be turned
to stone unless a saving throw versus petrification is made,
and even if the save is
made,
the subject will be slowed
for 2-8 rounds (cf. [slow] spell).
Death:
The subject creature will
die unless a successful saving throw versus death magic is made,
and even if a save is made,
the subject will be paralyzed
for 2-5 rounds.
MC: The material component
of the spell is a gem of the appropriate hue,
or else a clear crystal
one (such as a diamond).
The gem can be as small
as 50 gold pieces in value as long as its color is appropriate.
<this page demands
color!>
<note the difference
in the format (links versus footnotes)>
Quote:
Originally Posted by Edena_of_Neith
Anyways ...
Your Chromatic Orb spell
from Unearthed Arcana was a favorite of mine.
We know it was an Autokill
spell at 12th level, if the mage could hit with it (and the dreaded and
immensely popular elven fighter/mage, always could ...)
We know it was dropped in
2nd Edition AD&D.
I also know that, sadly
for me, only one of my characters ever got to use it at 12th level! <frown>
<big grin>
Did you have Chromatic Orb
as an Autokill spell in mind when you put it in Unearthed Arcana?
Was Chromatic Orb the way
you wanted it to be, when it was published?
Do you still think of Chromatic
Orb as a noteworthy spell, worthy of being in the Player's Handbook??
Yes to all of the above.
Quote:
Originally Posted by Edena_of_Neith
If you were to put Chromatic
Orb in the PH now, would you keep it at 1st level or raise it's level?
Keep it for illusionists only? Alter the spell characteristics?
Edena_of_Neith
I'd have to consider that
seriously, something I haven't contemplated. My quick and dirty answer
is keep all as it is but move the spell level up to 3rd ofr Illusonists.
Cheers,
Gary
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