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Sol's Searing Orb is a 6th level priest spell available to the Cleric class in Baldur's Gate II: Shadows of Amn and Baldur's Gate II: Enhanced Edition.

Description[]

When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus.

When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds it for 1d6 rounds. The victim is allowed a Saving Throw vs. Spell for half damage and to avoid being blinded. Undead creatures suffer 12d6 points of fire damage and are blinded for 12 rounds (if applicable) upon a failed Saving Throw; otherwise, they receive 9d6 points of damage and are blinded for 6 rounds.

— Spell description

This stone was created with the spell Sol's Searing Orb.

STATISTICS:
Combat abilities:
- Blinds living target for 1d6 rounds (Save vs. Spell negates)
- Blinds undead target for 12 rounds (Save vs. Spell for 6 rounds)

THAC0: +3
Damage: 6d6 fire damage vs. living (Save vs. Spell for half), 12d6 fire damage vs. undead (Save vs. Spell for 9d6)
Speed Factor: 0

— Orb description


Gameplay[]

This spell is for the caster only and will automatically be applied without a need to select a target.

When the spell casting is finished, a text will display reading "<Caster>: Casts Sol's Searing Orb and an evocation spell school casting animation will render along with a sound effect.

The caster's main hand weapon slots are temporarily unable to be used to attack and are "replaced" with a magically created item that has flaming yellow round stone icon, which represents the Sol's Searing Orb projectile attack weapon.

This weapon has a relatively short duration of 15 seconds, and then it will disappear if not used (and it can be dispelled as well).

The caster must now select the orb and attack with it in the limited time by using the targeting cursor to select a single creature target - when that is accomplished a small flaming projectile hurtles toward the creature, and a successful attack roll must be made, with a 3-point THAC0 bonus to hit - the caster's Dexterity modifiers can adjust the attack roll since the projectile is classified as a missile/ranged attack, although weapon proficiency is ignored.

If the orb hits any non-Undead creature, it will inflict 6d6 Fire damage and temporarily cause Blindness unless a Saving throw vs. Spell is achieved which will half the damage and negate the blindness.

If the orb hits an Undead creature it will inflict 12d6 Fire damage and blind it for 12 rounds. A saving throw vs. Spell is allowed for the undead, and if successful, the creature suffers only 9d6 Fire damage and is blinded for only 6 rounds.

Notes[]

Trivia[]

The Advanced Dungeons and Dragons 2nd Edition ruleset describes the Sol's Searing Orb spell as commonly known for priests with major access to the sphere of Sun, per the Tome of Magic.

The material component is a topaz gemstone worth at least 500 gp.

This spell must be cast upon a topaz. When the spell is complete, the stone glows with an inner light. The gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. (The acts of casting and throwing occur in the same round.) It is not possible for the priest to give the stone to another character to throw.

The stone can be hurled up to 30 yards. The priest must roll normally to hit; he gains a +3 bonus to his attack roll and suffers no penalty for non-weapon proficiency. In addition, the glowing gem is considered a +3 weapon for determining whether a creature can be struck (creatures hit only by magical weapons, for example). There is no damage bonus, however.

When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds him for 1d6 rounds. The victim is allowed a saving throw vs. spell. If successful, only half damage is sustained, and the target is not blinded. Undead creatures suffer 12d6 points of damage and are blinded for 2d6 rounds (if applicable) if their save is failed. They receive 6d6 points of damage and are blinded for 1d6 rounds if the save is successful.

The spell has further rules for a miss and its effects. The DM should use the rules for grenade-like missiles found in the Dungeon Master Guide for determining where the stone hits.

Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this Divine spell, revising its effects, saving throw, duration and description. See below:

Sol’s Searing Orb
Level: 6
School: Conjuration
Sphere: Elemental (Fire)
Range: Personal
Duration: 3 rounds
Casting Time: 6
Area of Effect: Special
Saving Throw: Breath partial

When the spell is completed, it creates a glowing gem. This gem must be thrown at an opponent within 3 rounds, or it will become too hot to hold. When it hits, the gem bursts with a brilliant, searing flash that causes 12d6 points of fire damage to anyone within 30 feet. Creatures within the burst are allowed a saving throw vs. breath at -4 penalty. If successful, only half damage is sustained. On a failed save, the victim also suffers -2 penalty to thac0 and 1d6 points of fire damage each round for 6 rounds. It is not possible for the priest to give the stone to another character to throw. Magic resistance does not affect this spell, nor do any of the spell protections.

Note: This spell is usable by all Divine spell casting classes.

External links[]