Difference between revisions of "Chromatic Orb (spell)"

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| name = Chromatic Orb
 
| name = Chromatic Orb
 
| range = self; see text
 
| range = self; see text
| duration = until thrown or dropped
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| duration = until [[Missile Weapons|thrown]] or dropped
 
| area of effect = 25 ft. diameter<br>circle; see text
 
| area of effect = 25 ft. diameter<br>circle; see text
 
| casting time = 1 [[Combat Round|round]]
 
| casting time = 1 [[Combat Round|round]]
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| level = [[Illusionist 1st Level Spells|illusionist (1st)]]
 
| level = [[Illusionist 1st Level Spells|illusionist (1st)]]
 
}}
 
}}
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__TOC__
 
The effect delivered depends upon the caster's intent at the moment of release, inflicting a chosen effect, direct [[Damage (hit points)|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.
 
The effect delivered depends upon the caster's intent at the moment of release, inflicting a chosen effect, direct [[Damage (hit points)|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.
  
== Casting ==
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== Roll to Hit ==
Once the orb has been cast, it is brought into being by the caster [[Spellcasting|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.
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Once the orb has been cast, it is brought into being by the caster [[Spellcasting|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 (weapon)|dagger]].
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The caster selects a target to throw at; this may be a creature or a specific [[Combat Hex|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 [[Roll to Hit|to hit]], requiring a result sufficient to strike [[Armour Class|armour class]] (AC) 10 in order to place the orb as intended.
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On a '''hit''', direct damage is delivered to the chosen target, while all creatures within 2 [[Combat Hex|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.
  
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This damage is indiscriminate and may affect any creature within the area, including the caster’s allies.
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== Orb Variety ==
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; width:350px; background-color:#d4f2f2;"
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; width:350px; background-color:#d4f2f2;"
 
|+Chromatic Orb Special Effects
 
|+Chromatic Orb Special Effects
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| 16 || ashen || death || — || paralysis  
 
| 16 || ashen || death || — || paralysis  
 
|}
 
|}
The power of the orb is determined by its colour, as shown. As the caster gains [[Experience Level|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.
+
The power of the orb is determined by its colour, as shown. As the caster gains [[Experience Level|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:
 
 
 
 
== Roll to Hit ==
 
The caster chooses a target to throw at; this may be a creature or it may be specific combat hex — if the latter, then only "grenade" damage is caused.  The caster rolls a d20 [[Roll to Hit|to hit]], needing to achieve [[Armour Class|armour class]] (AC) 10 to hit the desired target.
 
 
 
In the case of a '''hit''', "direct" damage is delivered to the target; those within 2 [[Combat Hex|combat hexes]] of the target take grenade damage.  If a '''miss''' occurs, then the caster needs to roll a d6 to determine which random hex around the target hex was hit, determining who receives grenade damage.
 
 
 
This damage can potentially affect anyone, including the caster's allies.
 
 
 
 
 
== Special Effects ==
 
Each sort of orb also exerts a magical effects against the target and upon the immediate environment. Each acts upon a 25 ft. diameter circle, five hexes wide, sometimes as a smaller version of familiar spells. A description for each colour is given below:
 
 
 
==== Pearly ====
 
Causes a burst of [[Light (spell)|light]], similar to the spell, which persists for 5 rounds per level of the caster.  Creatures within the area of effect make [[Saving Throws|save vs. magic]] or be [[Stun Lock|stunned]] for 1 round.
 
 
 
==== Ruby ====
 
Releases a blast of heat that will raise the ambient temperature intensely, causing minor burns as it does.  Wet leaves or rotted wood will dry instantly, ice or snow upon the ground will be turned to water, candle and lantern flames will be snuffed out; those suffering from sinus ailments will find their heads cleared.  Cold-based magical creatures will suffer an additional +2 damage from the effect.  All those affected will also be '''-1 to hit''' in the round following the blast.  The heat dissipates quickly, with ambient temperature completely restored in three rounds.
 
 
 
==== Hyacinth ====
 
In addition to the damage caused, the orb causes flammable items in the targeted hex to '''ignite and burn''', if they fail their [[Saving Throws for Items|save against normal fire]].  The surrounding 10 ft. radius outside the target hex will be singed and hot to the touch, but no additional effects are felt beyond damage.
 
  
==== Emerald ====
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:* '''Pearly:''' Produces a burst of [[Light (spell)|light]] that persists for 5 rounds per level of the caster. Creatures within the area of effect must make [[Saving Throws|save vs. magic]] or be [[Stun Lock|stunned]] for 1 round.
Creates a small [[Stinking Cloud (spell)|stinking cloud]], like the spell. This noxious vapour will billow only within the area of effect and won't appreciably distort [[Line-of-Sight|line-of-sight]].  Those within the cloud must make save vs. poison or be made helpless for 1-4 rounds before they can take any action.  During this time, they will take an additional point of damage per round.  Those who make their save will be able to flee the cloud at once, without taking additional damage.
 
  
==== Turquoise ====
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:* '''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.
Damage comes as an electrical jolt, producing a shuddering shock to those affected.  Following the damage, iron-based materials in the area of effect will be intensely '''magnetised,''' being drawn forcefully to other like objects. Items will fly from the character's hands towards metal gates or other structures; otherwise, metal [[Weapons List|weapons]] will attach to metal-rimmed [[Shield (armour)|shields]] or [[Armour List|armour]]; the DM must consider the potential effect carefully. In any case, metal items will be unusable and the condition will remain for 5 rounds, before the magnetism falls away.
 
  
==== Amber ====
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:* '''Hyacinth:''' In addition to its damage, the orb causes flammable materials within the targeted hex to '''ignite and burn''' if they fail their [[Saving Throws for Items|save against normal fire]]. The surrounding 10 ft. radius is left hot and scorched, but produces no further effect beyond damage.
When striking the targeted creature, the orb causes blindness for 3-18 rounds for those who fail their saving throw. Once affected, attackers are stunned for 2-3 rounds; thereafter, they receive a -8 penalty to hit, without any possible knowledge of who might be a friend or foe.
 
  
If a save is made, the target and others in the surrounding hexes will experience a brief darkness that passes within a single round. For that round, persons in the area of effect will be stunned.
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:* '''Emerald:''' Creates a confined [[Stinking Cloud (spell)|stinking cloud]] within the area of effect. The vapour does not significantly impair [[Line-of-Sight|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.
  
==== Sapphire ====
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:* '''Turquoise:''' Delivers an [[Electrical Attacks|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.
When striking its target, the orb causes the target creature and all those surrounding to save vs. [[Paralysation|paralysis]]. If the target fails, then the paralysis persists for 2-12 rounds; others in the grenade area must save or be paralysed for 2 rounds.
 
  
Once the paralysis has passed, it requires a round for the character to acquire his or her senses before taking any action; during this period, the character's AC is restored.
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:* '''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.
  
==== White ====
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:* '''Sapphire:''' Forces the target and all within the area to save vs. [[Paralysation|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.
This does more damage than any other chromatic orb; in addition, it transforms the area of effect into a small patch of [[Spike Stones (spell)|spike stones]], like the spell of the same name. These will last for 1 round per level of the caster, causing 1-4 damage to any creature treading on an affected hex.  Ooze, jellies and slimes are not affected.
 
  
If the caster chooses to affect his or her own hex, the target hex is unaffected; instead, a surrounding circle two hexes wide is created as a barrier between the caster and outsiders.  The caster cannot move from this center, however, without being hurt by the spikes, unless he or she chooses to dispel the effect.
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:* '''White:''' Inflicts the greatest damage of any chromatic orb and transforms the area into a patch of [[Spike Stones (spell)|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 ====
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:* '''Ochre:''' Shatters to create a “quasi-elemental,” a lesser form of an [[Elemental|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|hit points]], 8 [[Hit Dice|hit dice]] (THAC0 16), 5 [[Action Points|action points]] and deals 2–12 damage. It has AC 5 against [[Magic Weapon|magic weapons]] and AC 1 against non-magical weapons. Its form depends on the surface struck:
Wherever the ochre orb falls, it shatters to create a "quasi-elemental" — a creature far less powerful than traditional [[Elemental|elementals]].  This creature always obeys the caster, moving and attacking as desired; if the caster is knocked unconscious, or its hit points are reduced to zero, it will cease to be.
 
  
Each form possesses 16 [[Hit Points|hit points]] and has 8 [[Hit Dice|hit dice]] (THAC0 16). They have 5 [[Action Points|action points]] and cause 2-12 damage on a hit.  The quasi-elemental endures for 1 round per level of the caster.  They have an AC of 5 against [[Magic Weapon|magic weapons]], improved to AC 1 against other weapons.  The form the quasi-elemental takes depends on the surface struck by the orb, as described below.
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::: ''[[Dust Elemental|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.
  
: '''[[Dust Elemental|Dust elementals]]''' arise when the orb strikes earth or stone.  They form a pillar of tightly twisting dust; when attacking, choking and smothering their opponents as they attack.  A miss by a dust elemental still causes 1-4 damage. Those assaulted by the dust elemental will be half-blinded and unbalanced by the attack, forcing them to retreat one hex before they can attack — with this attack being done at -3 to hit.
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::: ''[[Heat Elemental|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.
  
: '''[[Heat Elemental|Heat elementals]]''' arise when the orb strikes a fire.  They radiate intense heat that causes 2 damage to non-fire-based creatures within 2 hexes of their location. They're able to concentrate their heat in order to crack glass and mortar, or dry out wood, reducing its resilience so that doors and like objects have a -6 saving throw against attack.
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::: ''[[Ice Elemental|Ice elementals]]'' arise from snow or ice, radiating cold that deals 2 damage within 2 hexes. They distort incoming [[Missile Weapons|missile]] attacks by -2 to hit and can hurl ice globes for 2–8 damage.
  
: '''[[Ice Elemental|Ice elementals]]''' arise when the orb strikes snow or ice. They radiate intense cold that causes 2 damage to non-cold-based creatures within 2 hexes of their location. They shape their bodies to adjust enemy [[Missile Weapons|missile]] attacks by -2 to hit; ice elementals can also form ice globes from their own bodies that they can throw, causing 2-8 damage on a hit.
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::: ''[[Vapour Elemental|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 Conditions|chilly]] or colder conditions, emergence from the vapour may cause [[Hypothermia|hypothermia]] if a save vs. paralysation fails.
  
: '''[[Vapour Elemental|Vapour elementals]]''' arise when the orb strikes water or other liquids.  They form a pillar of dense mist; when attacking, they move into an enemy's hex, smothering and soaking their opponents as they attack.  A miss by a vapour elemental still causes 1-3 damage.  Defenders must retreat from the hex in order to attack. In [[Chilly Conditions|chilly]] or [[Temperature Grades|colder conditions]], the shock received from emerging out of a vapour elemental can produce immediate [[Hypothermia|hypothermia]] and unconsciousness if a save vs. paralysation fails.
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:* '''Amethyst:''' Forces the struck creature to save vs. [[Petrification|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 [[Slow (spell)|slowed]] for 1–4 rounds.
  
==== Amethyst ====
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:* '''Ashen:''' A dull, grey orb that compels the struck creature to save vs. [[Death|death]] or be instantly slain, treated as at [[Negative Hit Points|-10 hit points]] for purposes of the [[Death's Door (spell)|death’s door spell]]. All creatures in the area are stunned for 2–3 rounds.
Creatures successfully struck by an amethyst orb must make saving throw against [[Petrification|petrification]] or be turned into stone.  This effect lasts until the following sunrise, or perpetually if the victim is below ground and cannot be exposed to the sun.  All creatures within the area of effect, including the target if the save is made, are [[Slow (spell)|slowed]] like the spell for 1-4 rounds.
 
  
==== Ashen ====
 
The orb possesses a dull, swirling grey colour; creatures struck with the orb must save vs. [[Death|death]] or be instantly killed; they are considered to be at [[Negative Hit Points|-10 hit points]] for the purpose of the [[Death's Door (spell)|death's door spell]].  All creatures in the area of effect, including the target if the save is made, are stunned for 2-3 rounds.
 
  
[[Category: Illusionary Spells]]
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[[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 20:28, 13 April 2026

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.