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 chromatic orb I, except that it creates a small red globe that can be hurled or fired as ammunition. On a successful hit, the target takes 1d6 points of force damage per 2 caster levels (maximum 5d6) and all creatures within 30 feet are subject to a heat metal spell. A Will save negates the heat metal effect.

 

Chromatic Orb III

School evocation; Level sorcerer/wizard 3

DESCRIPTION

This spell functions like chromatic orb I, except that it creates a small orange globe that can be hurled or fired as ammunition. On a successful hit, the target takes 1d8 points of force damage and the orb erupts in a 10-foot-radius spread that deals 3d6 points of fire damage +1 point per caster level (maximum +10) to all creatures within the area. This explosion also ignites flammable substances within the area and melts metals with low melting points, such as lead, gold, copper, silver, and bronze. At 9th level, this effect increases to 6d6 points of fire damage + 1 point per caster level (maximum +20). A successful Reflex save reduces the fire damage to half.

 

Chromatic Orb IV

School evocation; Level sorcerer/wizard 4

DESCRIPTION

This spell functions like chromatic orb I, except that it creates a small yellow globe that can be hurled or fired as ammunition. On a successful hit, the target takes 2d6 points of force damage and the orb erupts in a 15-foot-radius burst. All creatures within the area take 1d6 points of cold damage per caster level (maximum 10d6) and are fatigued for 2d6 rounds. A successful Fortitude save reduces the cold damage to half.

 

Chromatic Orb V

School evocation; Level sorcerer/wizard 5

DESCRIPTION

This spell functions like chromatic orb I, except that it creates a small green globe that can be hurled or fired as ammunition. On a successful hit, the target takes 2d8 points of force damage and erupts in a cloud with a 10-foot-radius spread. The target takes 4d6 points of acid damage (Reflex half acid damage) and all creatures within the cloud are subject to a cloudkill spell. A successful Fortitude save reduces the cloudkill effect (see the cloudkill spell).

 

Chromatic Orb VI

School evocation; Level sorcerer/wizard 6

DESCRIPTION

This spell functions like chromatic orb I, except that it creates a small blue globe that can be hurled or fired as ammunition. On a successful hit, the target takes 3d6 points of force damage and the orb erupts in a 10-foot-radius burst. All creatures within the area take 1d6 points of electricity damage per caster level (maximum 15d6). If a creature is wearing ferrous metal, it becomes magnetized for 3d6 rounds. Magnetized metal will stick fast to other magnetized metal items, and non-magnetized ferrous metal items will cling until pulled free. Magnetized metal object can be pulled free if the creature succeeds on an opposed  Strength check against a DC equal to 10 + 1/2 the caster’s level + the caster’s Intelligence (or Charisma for spontaneous casters) modifier. A successful Reflex save reduces the electricity damage to half, negates the magnetized effect, but leaves the target staggered for 1d4 rounds.

 

Chromatic Orb VII

School evocation; Level sorcerer/wizard 7

DESCRIPTION

This spell functions like chromatic orb I, except that it creates a small indigo globe that can be hurled or fired as ammunition. On a successful hit, the target takes 3d8 points of force damage and the orb erupts in a 20-foot-radius burst of light. The target plus one additional creature at 13th level and every three levels thereafter is subject to a hold monster spell, no two of which can be more than 30 ft. apart. A successful Will save negates the paralyzing effect, but the target is staggered for 2d4 rounds.

 

Chromatic Orb VIII

School evocation; Level sorcerer/wizard 8

DESCRIPTION

This spell functions like chromatic orb I, except that it creates a small violet globe that can be hurled or fired as ammunition. On a successful hit, the target takes 4d6 points of force damage and is subject to a stone to flesh spell. A successful Fortitude save negates the effect, but the target is dazed for 1 round.

 

Chromatic Orb IX

School evocation; Level sorcerer/wizard 9

DESCRIPTION

This spell functions like chromatic orb I, except that it creates a small black globe that can be hurled or fired as ammunition. On a successful hit, the target takes 4d8 points of force damage and is subject to a finger of death spell. If the target succeeds on Fortitude save, it instead takes 3d6 points of damage + 1 point per caster level, and is stunned for 1 round.