WrittenInBlood
2016-05-27, 02:35 AM
Miss the AD&D 2ed. Chromatic orb spell? Me too. So maybe you’ll like my resurrection attempt.
I’ve started with sorting 5e conditions by their relative harmfulness – increasing lethality of rider effects was the most distinct feature of Chromatic orb, and my aim was to imitate that . Then I’ve associated riders with damage types, and finally with colours. I’m not great at balancing things mathematically, so didn’t even tried to calculate correct damage and random durations for given spell levels – feel free to correct them and point it to me.
CHROMATIC ORB
1st level evocation
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. Make a ranged spell attack against the target. If the attack hits, orange orb shatters in the rain of sparks. It deals 3d8 fire damage and makes ground in 5ft radius a difficult terrain for 1 minute.
At higher levels: On a successful ranged spell attack roll, target suffers different effects of the spell, as described below.
2nd: Red orb explodes with deafening boom, dealing 4d8 thunder damage. Target makes Strength saving throw, falling prone on failure.
3rd: Green orb evaporates into toxic gas, dealing 5d8 poison damage to the target. Gas fills 10x10ft cylinder originating from the impact point, and remains there for 1 minute. Any creature that starts it's turn in the gas area makes Constitution saving throw, on failure becoming poisoned until the start of its next turn.
4th: Yellow orb flashes with bright light, dealing 6d8 radiant damage. Target becomes blinded for 1d4 rounds, or half that number on successful Dexterity saving throw.
5th: White orb unfolds into cage of electric discharge, dealing 7d8 lightning damage. Target becomes incapacitated for 1d4 rounds, or half that number on successful Constitution saving throw.
6th: Violet orb penetrates the target, dealing 8d8 psychic damage. Target falls unconscious for 1d4 rounds, or half that number on successful Wisdom saving throw.
7th: Blue orb hits the target, dealing 9d8 force damage. Target becomes paralyzed for 1d4 rounds, or half that number on successful Constitution saving throw.
8th: Turquoise orb crashes on the target, dealing 10d8 cold damage. Target becomes petrified until effect is removed, or for 1d4 rounds on successful Charisma saving throw.
9th: Black orb disrupts target's material structure. Target rolls 3 death saving throws at once, dying instantly on failing all of them. Otherwise, target suffers 10d8 necrotic damage and becomes petrified for 1d4 rounds by each failed death saving throw. Failed death saving throws count against their normal limit until the target takes a long rest.
I’ve started with sorting 5e conditions by their relative harmfulness – increasing lethality of rider effects was the most distinct feature of Chromatic orb, and my aim was to imitate that . Then I’ve associated riders with damage types, and finally with colours. I’m not great at balancing things mathematically, so didn’t even tried to calculate correct damage and random durations for given spell levels – feel free to correct them and point it to me.
CHROMATIC ORB
1st level evocation
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. Make a ranged spell attack against the target. If the attack hits, orange orb shatters in the rain of sparks. It deals 3d8 fire damage and makes ground in 5ft radius a difficult terrain for 1 minute.
At higher levels: On a successful ranged spell attack roll, target suffers different effects of the spell, as described below.
2nd: Red orb explodes with deafening boom, dealing 4d8 thunder damage. Target makes Strength saving throw, falling prone on failure.
3rd: Green orb evaporates into toxic gas, dealing 5d8 poison damage to the target. Gas fills 10x10ft cylinder originating from the impact point, and remains there for 1 minute. Any creature that starts it's turn in the gas area makes Constitution saving throw, on failure becoming poisoned until the start of its next turn.
4th: Yellow orb flashes with bright light, dealing 6d8 radiant damage. Target becomes blinded for 1d4 rounds, or half that number on successful Dexterity saving throw.
5th: White orb unfolds into cage of electric discharge, dealing 7d8 lightning damage. Target becomes incapacitated for 1d4 rounds, or half that number on successful Constitution saving throw.
6th: Violet orb penetrates the target, dealing 8d8 psychic damage. Target falls unconscious for 1d4 rounds, or half that number on successful Wisdom saving throw.
7th: Blue orb hits the target, dealing 9d8 force damage. Target becomes paralyzed for 1d4 rounds, or half that number on successful Constitution saving throw.
8th: Turquoise orb crashes on the target, dealing 10d8 cold damage. Target becomes petrified until effect is removed, or for 1d4 rounds on successful Charisma saving throw.
9th: Black orb disrupts target's material structure. Target rolls 3 death saving throws at once, dying instantly on failing all of them. Otherwise, target suffers 10d8 necrotic damage and becomes petrified for 1d4 rounds by each failed death saving throw. Failed death saving throws count against their normal limit until the target takes a long rest.