The Chromatic Orb spell brings forth a magical two-foot diameter sphere in the caster's hand which then be thrown at the target creature.
Description[]
“ | This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage. |
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Gameplay[]
The caster directs this spell at a single creature in range - using the targeting cursor to designate the creature the spell is aimed at.
When the spell casting is finished, a projectile speeds to the designated creature and exposes the target to the colored orb's effects, based the caster's level.
The caster can't select which colored orb they desire to attack with, and that is determined simply by the caster's mage level.
Regardless of what orb is launched, the target is allowed a Saving throw versus Spell with a +6 bonus to negate the special effect of the particular colored orb.
Also, regardless of the saving throw result, each orb inflicts either variable Magical damage or Acid damage (at higher levels) - this damage can't be negated by a saving throw.
As the caster's level rises, the special effects of the orb grow in potency and bypass magic resistance, starting at mage caster level 10.
Orbs produced by a caster level 1 through 9 can be entirely blocked by Magic resistance.
Orbs produced by caster level 10+ are partially blocked by magic resistance - the damage can be blocked, but not the special effects (Petrification or Slay effects).
Any Spell protections type defense can block this spell, such as Minor Spell Deflection or Minor Globe of Invulnerability.
Additionally, a Spell Immunity: Evocation will negate any orb, as will the Cloak of Mirroring.
When the target is protected by Reflected Image or Mirror Image, the spell has a chance to be fooled by it. In this case the damage will be negated and consume a single mirror image instead, but the other effects will still be applied if the saving throw fails.
Where to obtain its scroll[]
The Black Pits[]
Sold by[]
- Dinguer the Mad (×5)
Baldur's Gate[]
Shadows of Amn[]
Throne of Bhaal[]
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition Wizard spell Chromatic Orb requires that the caster hurl the orb at a target and make an attack roll to hit it. The caster can also select which colored orb is desired, limited to a selection based on the caster's level. A gem worth at least 50 GP is required as a spell component as well. See the External links for further reading.
Visuals[]
Videos[]
Gallery[]
Slideshow[]
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has changed this arcane spell, revising its effects, saving throw and school. See below for description:
Chromatic Orb
Level: 1
School: Alteration
Range: Long
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Spell partial
This spell causes a 2-foot-diameter sphere to appear in the caster’s hand. When thrown, the sphere heads unerringly towards its target. The sphere inflicts magic damage and causes different effects depending upon its color. As the level of the caster improves, both the damage inflicted and number of colors known increases. The color of any given orb is chosen randomly from the colors known at the wizard’s level. The orb is occasionally even multicolored, causing multiple effects. The victim can save vs. spell against all special effects but gets no save against the damage. All special effects last for 5 rounds.
1st level: 1d3 damage; White - Light (-4 penalty to saving throws)
2nd level: 1d4 damage; Aquamarine - Magnetism (-4 penalty to AC)
4th level: 1d6 damage; Red - Pain (-1 to strength and dexterity)
6th level: 1d8 damage; Green - Poison (2hp/round)
8th level: 1d10 damage; Yellow - Blindness
10th level: 2d6 damage; Violet - Slow
12th+ level: 2d8 damage; Blue - Paralysis
Mod gallery[]
External links[]
- Chromatic Orb on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Chromatic orb on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Chromatic Orb (Wizard Spell) from the Advanced D&D 2nd Edition Wiki