Chromatic Orb
(Alteration - Evocation)
Level: 1
Range: 30 feet Components: V,S,M
Duration: Special
Casting Time: 1 segment
Area of Effect: One creature
Saving Throw: Special

The Chromatic Orb spell enables the caster to create a small globe of varying hue in his hand and hurl it at any opponent he desires. providing there are no barriers berween him and the target creature, and that the target creature is within 30 feet (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 prevents the spell's effects, of course. At 1 foot or closer, there is a +3 chance to-hit, at over 1 foot (0 2 feet there is a + 2 chance to strike the target, and from over 2 feet to the maximum 3 feet range 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 casters 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 level 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 (1)
2nd Ruby 1-6 heat (2)
3rd Flame 1-8 fire (3)
4th Amber 1-10 blindness (4)
5th Emerald 1-12 stinking cloud (5)
6th Turquoise 2-16 magnetism (6)
7th Sapphire 2-8 paralysis (7)
10th Amethyst (slow) petrification (8)
12th Ashen (paralysis) Death (9)

Notes on special powers:

  1. Light equal 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 he blinded for the duration.

  2. 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.

  3. Fire from the Orb will set aflame all combustibles within a 1 foot 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 magical or natural means).

  4. 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).

  5. A magical stinking cloud of 50 ft. radius (around the target) is created when a successful hit is made, and the subject must save versus poison or else be helpless, and in any event will be helpless untill leaving the area of the vapores (cf Stinking Cloud spell).

  6. 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 successsful. Magnetized metal will stick fast to other magnetized metal items, and non-magnetized ferrous metal items will cling until pulled free.

  7. Unless a saving throw versus paralyzation is made, the subject creature will be paralyzed for 5-20 rounds.

  8. The subject creature will be turned into 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).

  9. 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.

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 (in value) as 50 gold pieces as long as its color is appropriate.