Chromatic Orb


Homebrew and House Rules


Back in AD&D Chromatic Orb was easily my favorite spell. It was my bread and butter, and I'm still to this day a sucker for any spell that involves rolling on a table (I have an addiction to prismatic spray). I'm looking to convert this time lost spell (didn't even get a proper update in 3.5 to my knowledge) to pathfinder. Unfortunately, I'm incredibly biased and I don't trust myself to design this spell. To top it off, Chromatic Orb was honestly a bit too powerful, and stayed relevant from level 1 to forever, so I'm coming to the community.

Here are the core elements I would like - single target, roll on a table to determine effect, each effect is tied to a color. In many ways I'm thinking a sort of 3rd to 5th level, single target version of prismatic spray.


Do you have the text of the spell? That would make it easier to come up with a conversion.


This is an attempted 3.5 conversion that is fairly close to what I have in mind, however I would like to see something closer to a level 3-5 spell.

Submission Name: Chromatic Orb
System: 3.5
Type: Spell

Chromatic Orb
Conjuration (Creation) [Chaotic]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Targets: One creature
Duration: Special; See Text
Saving Throw: Fortitude partial; See Text
Spell Resistance: No

This spell causes a 6-inch-diameter sphere of shifting color to appear in the caster's hand, which is then thrown towards the target. On impact, it erupts with damaging force, releasing the arcane energy that was dominant at the time of impact.

The orb deals 1d4 points of damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d4 points of damage: 2d4 at 3rd level, 3d4 at 5th level, 4d4 at 7th level, to a maximum of 5d4 at 9th level or higher.

The effect the orb has upon the target varies with the color of the orb upon impact, with each of the effects lasting one round. A successful Fortitude save negates the effect, but does not reduce the damage. Inanimate objects are not damaged by the spell.

Roll a d6 to determine the attack's damage and effect.
1. Yellow: Force damage, and the target is dazzled.
2. Red: Fire damage, and the target is blinded.
3. Green: Acid damage, and the target is sickened.
4. Turquoise: Lightning damage, and the target is paralyzed.
5. Blue: Cold damage, and the target is dazed.
6. Violet: Sonic damage, and the target is deafened.

Focus Component: A polished gem (used as a prism) worth at least 25 GP. If a 250 GP (or higher) prism is used, the spells effects last an additional 1d3 rounds.


Here's a link to what appears to be a version of Chromatic Orb (along with several other spells) updated to 3rd edition D&D rules.


1 person marked this as a favorite.

Here's a stab at it - not sure if it's balanced right, but anyway:

Chromatic Orb
Evocation
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Targets: One creature
Duration: Special; See Text
Saving Throw: Fortitude partial; See Text
Spell Resistance: Yes

This spell causes a 6-inch-diameter sphere of shifting color to appear in the caster's hand, which is then thrown towards the target. On impact, it erupts with damaging force, releasing the arcane energy that was dominant at the time of impact.

The orb deals 1d6 points of damage per caster level (maximum 10d6). You must succeed on a ranged touch attack to hit your target.

The effect the orb has upon the target varies with the color of the orb upon impact, with each of the effects lasting one round. A successful Fortitude save negates the effect and halves the damage.

Roll a d6 to determine the attack's damage and effect.
1. Yellow: Force damage, and the target is knocked prone.
2. Red: Fire damage, and the target is blinded.
3. Green: Acid damage, and the target is sickened.
4. Turquoise: Lightning damage, and the target is dazed.
5. Blue: Cold damage, and the target is staggered.
6. Violet: Sonic damage, and the target is stunned.

Focus Component: A polished gem (used as a prism) worth at least 25 GP.


Google says the original text is as follows. So basically its a spell that is psionics.
CHROMATIC ORB
level 1 - evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


That's the 5th edition version of the spell, the original text is closer to what's in the link I provided upthread. The effects in the one I linked are the same as the second edition one.


Stuticus wrote:
Google says the original text is as follows. So basically its a spell that is psionics.

It is a direct damage spell with material and verbal components. What about that suggests psionics?


One of the things that made Chromatic Orb op was that it was Conjuration and not subject to SR. I'd say make it SR: yes and Evocation.


glass wrote:
Stuticus wrote:
Google says the original text is as follows. So basically its a spell that is psionics.
It is a direct damage spell with material and verbal components. What about that suggests psionics?

Probably having to increase the slot/point cost to get a more powerful effect. Though as said, that's the 5th edition version.

In 2e, IIRC, it was a ranged touch attack and allowed a save, but was a Conjuration spell with no SR. The effect on a failed save where as described on this Baldur's Gate page:

http://baldursgate.wikia.com/wiki/Chromatic_Orb

At caster level 5 it went into overdrive and stunned the target for 3 rounds as well as dealth 1d8 damage. At CL 10 it turned the target permanently to stone.

Having that kind of effect in pathfinder would be beyond overpowered on a 1st level spell, with all the metamagic shenanigans that are possible.

I'd much rather see a take similar to 5th. My writeup would be something like this:

Chromatic Orb [Evocation]
Sor/wiz 1
Range close
Comps V, S
SR: Yes, Save: Fortitude partial
Creates a sparkling ball of energy that you throw at an enemy. Choose between fire, cold, acid or electricity. If you succeed at a ranged touch attack, the target takes 1d4 per caster level of the chosen type of damage (maximum 5d4) and is dazzled for one minute. A successful fortitude save negates the dazzle.

Lower damage and range than magic missile and you require a ranged attack, but you can choose energy type and it may carry a minor debuff. Greater range than shocking grasp, but lower damage and of a more typical blasting school.


RumpinRufus wrote:

Here's a stab at it - not sure if it's balanced right, but anyway:

Chromatic Orb
Evocation
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Targets: One creature
Duration: Special; See Text
Saving Throw: Fortitude partial; See Text
Spell Resistance: Yes

This spell causes a 6-inch-diameter sphere of shifting color to appear in the caster's hand, which is then thrown towards the target. On impact, it erupts with damaging force, releasing the arcane energy that was dominant at the time of impact.

The orb deals 1d6 points of damage per caster level (maximum 10d6). You must succeed on a ranged touch attack to hit your target.

The effect the orb has upon the target varies with the color of the orb upon impact, with each of the effects lasting one round. A successful Fortitude save negates the effect and halves the damage.

Roll a d6 to determine the attack's damage and effect.
1. Yellow: Force damage, and the target is knocked prone.
2. Red: Fire damage, and the target is blinded.
3. Green: Acid damage, and the target is sickened.
4. Turquoise: Lightning damage, and the target is dazed.
5. Blue: Cold damage, and the target is staggered.
6. Violet: Sonic damage, and the target is stunned.

Focus Component: A polished gem (used as a prism) worth at least 25 GP.

I like this version, even if it is now a 3rd level spell. I like static the incremental damage by level regardless of type of orb, and then the orb determines energy damage type and possible additional effects. Conditions are always great to introduce.

The problem I ran into with Chromatic Orb is that its a single spell that can create the effects of numerous spells. Primarily, only limited wish and wish or miracle can do that sort of thing. I ran into this problem when I did a Pathfinder version of it. As such, I opted to make it into a magical item instead, which can use multiple spells.

Staff of Chromatic Orbs

Personally, I think you could move this back to 1st level, allow each type of orb be created at specific levels like the original, and instead of the different spell effect, use the conditions as you have done.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Chromatic Orb All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules