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
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one energy orb (see below)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
DESCRIPTION
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.
Electricity orb: The target is entangled for 1d4 rounds if it fails a secondary Reflex saving throw.
Fire orb: The target is dazzled for 1d4 rounds if it fails a secondary Fortitude saving throw.
Sonic orb: The target is shaken for 1d4 rounds if it fails a secondary Fortitude saving throw.
Energy Orb, Greater (Bloodrager 4, Magus 4, Sorcerer/Wizard 4)
School conjuration (creation) [acid, cold, electricity, fire, sonic]; Level bloodrager 4, magus 4, sorcerer/wizard 4
DESCRIPTION
This spell functions as the energy orb spell, except that it deals 6d8 points of damage of the chosen energy type to the target. In addition, if the target fails its secondary saving throw, its gains the following condition according to the orb’s energy type.
Acid orb: The target is nauseated for 1d6 rounds if it fails a secondary Fortitude saving throw.
Cold orb: The target is exhausted for 1d6 rounds if it fails a secondary Fortitude saving throw.
Electricity orb: The target is entangled 1d6 rounds if it fails a secondary Reflex saving throw.
Fire orb: The target is blinded for 1d6 rounds if it fails a secondary Fortitude saving throw.
Sonic orb: The target is deafened for 1d6 rounds if it fails a secondary Fortitude saving throw.