Chromatic Orb (spell)

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Chromatic Orb (spell).jpg

Chromatic orb is a spell that creates a compact sphere of magical power, held and directed by the caster as a bomb. The orb forms as a dense, self-contained mass of energy, stable enough to be grasped and thrown, yet visibly charged with shifting colour and force. When cast at an enemy, the orb strikes its target and bursts upon impact, releasing its contained power in a sudden discharge.

Chromatic Orb
Range self; see text
Duration until thrown or dropped
Area of Effect 25 ft. diameter
circle; see text
Casting Time 1 round
Saving Throw none; see text
Level illusionist (1st)

The effect delivered depends upon the caster's intent at the moment of release, inflicting a chosen effect, direct damage or both upon the point of impact. When the orb breaks, it fragments into a spray of magical shards that radiate outward, filling a 10 ft. radius circle from the point struck. These fragments dissipate almost as quickly as they appear, leaving behind only the consequences of the spell's discharge.

Roll to Hit

Once the orb has been cast, it is brought into being by the caster discharging it into his or her own hand, where it takes form as a semi-solid object that may be handled and thrown. The orb retains its coherence only so long as it remains under the caster's control, existing as a contained mass of magical force rather than a purely intangible effect. For missile range, treat the orb as a dagger.

The caster selects a target to throw at; this may be a creature or a specific combat hex. If the latter is chosen, no direct strike is possible and only grenade damage is inflicted within the area of effect. The caster then rolls a d20 to hit, requiring a result sufficient to strike armour class (AC) 10 in order to place the orb as intended.

On a hit, direct damage is delivered to the chosen target, while all creatures within 2 combat hexes of that point suffer grenade damage from the bursting shards. On a miss, the caster rolls a d6 to determine a random adjacent hex around the intended target; the orb detonates there instead, and grenade damage is applied from that new point of impact.

This damage is indiscriminate and may affect any creature within the area, including the caster’s allies.

Orb Variety

Chromatic Orb Special Effects
Caster
level
Orb
colour
Manifestation Damage/effect
Direct hit Grenade hit
1 pearly light 1-4 0-1
2 ruby heat 1-6 0-2
3 hyacinth fire 1-8 0-3
4 emerald stinking cloud
5 turquoise magnetism 1-12 1-3
6 amber blindness 2-16 1-4
8 sapphire paralysis 2-12 1-6
10 white spike stones 6-24 1-8
12 ochre quasi-elemental
14 amethyst petrification slow
16 ashen death paralysis

The power of the orb is determined by its colour, as shown. As the caster gains experience levels, additional forms of orb become available, each representing a different manifestation of the spell's energy. Only one type of orb may be created per day, and once that form has been chosen, the caster is limited to it for the duration. Each sort of orb also exerts a magical effect against the target and upon the immediate environment. Each acts within a 25 ft. diameter circle, five hexes wide, often resembling a lesser form of a known spell. A description for each colour is given below:

  • Pearly: Produces a burst of light that persists for 5 rounds per level of the caster. Creatures within the area of effect must make save vs. magic or be stunned for 1 round.
  • Ruby: Unleashes a blast of intense heat, raising the ambient temperature sharply and causing minor burns. Moisture is driven off immediately; wet leaves and rotted wood dry at once, ice and snow melt to water, and open flames such as candles or lanterns are extinguished. Creatures affected suffer a -1 to hit in the following round. Cold-based creatures take an additional +2 damage. The heat dissipates rapidly, with normal temperature returning after three rounds.
  • Hyacinth: In addition to its damage, the orb causes flammable materials within the targeted hex to ignite and burn if they fail their save against normal fire. The surrounding 10 ft. radius is left hot and scorched, but produces no further effect beyond damage.
  • Emerald: Creates a confined stinking cloud within the area of effect. The vapour does not significantly impair line-of-sight. Creatures within must save vs. poison or become helpless for 1–4 rounds, taking 1 additional point of damage per round during that time. Those who save may withdraw immediately without further harm.
  • Turquoise: Delivers an electrical shock that causes immediate damage and a violent physical jolt. Following this, iron-based materials in the area become intensely magnetised, pulling toward other metal objects. Weapons may be torn from hands, adhering to armour or shields; loose metal may snap toward gates, bars or fixtures. Metal items remain unusable for 5 rounds before the effect ends.
  • Amber: Striking the target produces blinds opponents for 3–18 rounds if a saving throw fails. Those affected are stunned for 2–3 rounds, after which they suffer a -8 penalty to hit, with no ability to distinguish friend from foe. If the save succeeds, all within the area experience momentary darkness lasting 1 round, during which they are stunned.
  • Sapphire: Forces the target and all within the area to save vs. paralysis. Failure results in paralysis for 2–12 rounds for the target and 2 rounds for others. Once paralysis ends, an additional round is required to regain full awareness; during this time, normal AC is restored.
  • White: Inflicts the greatest damage of any chromatic orb and transforms the area into a patch of spike stones lasting 1 round per level. These cause 1–4 damage to any creature crossing an affected hex. Oozes, jellies and slimes are unaffected. If cast upon the caster’s own hex, the effect instead forms a two-hex-wide ring around the caster, who cannot leave the centre without suffering damage unless the effect is dispelled.
  • Ochre: Shatters to create a “quasi-elemental,” a lesser form of an elemental that obeys the caster completely. It persists for 1 round per level, or until destroyed or the caster is incapacitated. Each has 16 hit points, 8 hit dice (THAC0 16), 5 action points and deals 2–12 damage. It has AC 5 against magic weapons and AC 1 against non-magical weapons. Its form depends on the surface struck:
Dust elementals arise from earth or stone, forming a twisting column that chokes and smothers. Even a miss inflicts 1–4 damage; those struck must retreat one hex and attack at -3 to hit.
Heat elementals arise from fire, radiating heat that causes 2 damage to nearby creatures within 2 hexes. They can weaken materials, imposing a -6 saving throw on objects such as wood or glass.
Ice elementals arise from snow or ice, radiating cold that deals 2 damage within 2 hexes. They distort incoming missile attacks by -2 to hit and can hurl ice globes for 2–8 damage.
Vapour elementals arise from water, forming dense mist that smothers and soaks. A miss still causes 1–3 damage. Defenders must retreat to attack. In chilly or colder conditions, emergence from the vapour may cause hypothermia if a save vs. paralysation fails.
  • Amethyst: Forces the struck creature to save vs. petrification or be turned to stone. The effect lasts until the next sunrise, or indefinitely if the victim remains underground. All within the area are slowed for 1–4 rounds.
  • Ashen: A dull, grey orb that compels the struck creature to save vs. death or be instantly slain, treated as at -10 hit points for purposes of the death’s door spell. All creatures in the area are stunned for 2–3 rounds.