Chromatic Orb
(Alteration - Evocation)

L^: i1
-
R#: 0
-
D^: S
C^: v.s.m
-
CT: 1s
-
S^: S
A^: One creature
-
-
!##

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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