Cost: 25gp - 1,000gp (gem of appropriate colour)
This spell harnesses and amplifies the pure hue and intrinsic properties of a gemstone, which must be in the illusionist’s possession. Light is conjured in the heart of the stone, refracted, and amplified, conjuring an orb of pure colour in the illusionist’s hand. The orb may be hurled at an opponent within range, requiring a normal attack roll, with a +2 bonus. If the orb misses, it dissolves without effect. Otherwise, the orb inflicts damage on the target and another effect depending on its colour. The illusionist may conjure an orb of one of the following colours, depending on his experience level:
1st or greater
2nd or greater
3rd or greater
4th or greater
5th or greater
6th or greater
7th or greater
10th or greater
12th or greater
The gemstone must be of at least the value listed and must be of an appropriate hue. It is consumed by the spell.
Chromatic orb effects:
- Light: Light in a 60’ radius for one round per caster level.
- Heat: If the target fails a save versus spells, they suffer -1 to attacks and AC for one round. The heat of the ruby orb may also be used to melt ice -- up a cubic yard.
- Fire: All flammable objects within 2’ of the target are set alight. If the target fails a save versus spells, flammable objects (e.g. clothing, hair, etc) on its person are also set alight. This inflicts 1d3 damage for three rounds, unless the target spends a round extinguishing the flames.
- Blindness: The target is blinded for 1d4+4 rounds, unless it makes a saving throw versus spells.
- Stench: A 5’ radius cloud of stinking vapours erupts around the target. Any within the cloud (including the target) must save versus poison or be overcome with nausea -- unable to act except to move at half movement rate. Once leaving the cloud, the nausea subsides after 1d4 rounds. The cloud is permanent but usually disperses after one turn.
- Magnetism: The electrical energy of the orb strongly magnetizes any metal objects on the target (e.g. armour, weapons) unless a save versus spells is made. The magnetic charge lasts for 3d4 rounds and causes metal objects to stick together, typically making attacking impossible and causing a -2 penalty to AC.
- Paralysis: Unless a save versus paralysis is made, the target is paralysed for 5d4 rounds.
- Petrification: The target must save versus petrification. Failure means that it turns permanently to stone. Success means that the target is slowed for 2d4 rounds -- only able to move at half the normal rate and attack or cast spells every other round.
- Death: The target must save versus death. Failure means that it dies instantly. Success means that it is paralysed for 1d4 rounds.