Energy Orb (Bloodrager 2, Magus 2, Sorcerer/Wizard 2)
School conjuration (creation) [acid, cold, electricity, fire, sonic]; Level bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one energy orb (see below)
Saving Throw Reflex half; Spell Resistance yes
When you cast the spell, it creates an orb of energy about 3 inches in diameter that shoots from your hand at your target. At the time of casting, you must choose one of the following energy types: acid, cold, electricity, fire, or sonic. The orb deals 3d8 points of damage of the chosen energy type to the target. You must succeed on a ranged touch attack to hit your target.
In addition, the target must make an additional saving throw or gain the following condition according to the orb’s energy type.
Acid orb: The target is sickened for 1d4 rounds if it fails a secondary Fortitude saving throw.
Cold orb: The target is fatigued for 1d4 rounds if it fails a secondary Fortitude saving throw.