Chromatic Orb (Sorcerer/Wizard 1 to 9)
This spell creates magical orbs of varied hues that are hurled or cast at an opponent to create a specific effect.
Chromatic Orb I
School evocation; Level sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components M, S, V (a gem the color of the orb’s hue, with a minimum value of 50 gp times the level of the spell)
EFFECT
Range target; 60 ft.
Effect see text
Duration see text
Saving Throw see text; Spell Resistance yes; see text
DESCRIPTION
This spell creates a small globe of a particular hue in your hand that can be thrown or used as ammunition. Your successful ranged touch attack deals force damage and triggers a specific spell effect, as determined by the color of the orb.
You create a small white globe in your hand that can be hurled or fired (as ammunition) at a target. You must succeed on a ranged touch attack to hit your target. On a successful hit, the target takes 1d4 points of force damage per 2 caster levels (maximum 5d4) and the orb erupts in a 10-foot burst of bright light. All creatures caught within the burst are dazzled for 1 minute. At 9th level, all creatures caught within the burst are blinded 1d4 rounds. A Fortitude save negates the dazzled or blinded effect. If the attack misses, the orb dissipates without further effect.
Chromatic Orb II
School evocation; Level sorcerer/wizard 2
DESCRIPTION
This spell functions like