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Chromatic Orb is a level 1 Arcane spell from the Evocation school, that fires a ball of energy at a target, with effects depending on the level of the caster.

Descriptions[]

This spell creates a 4-inch-diameter sphere that can be hurled unerringly to its target. The orb's effect depends on the level of the wizard: A 1st-level sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level sphere deals 1-8 damage and burns the victim. A 4th-level sphere deals 1-10 damage and blinds the target for four turns. A 5th to 6th-level sphere deals 1-12 damage and stuns the target for three rounds. The 7th to 9th-level sphere deals 2-16 damage and paralyzes the victim for 13 rounds. A 10th to 11th sphere turns the target to stone if they fail their saving throw, and slows them for five rounds if they succeed. A 12th level sphere causes death if the target fails their saving throw, or paralysis for four rounds if they succeed. Unless stated otherwise in the above description, a save against this spell negates both the damage and the other effects.

— Original Game

This spell creates a 4-inch-diameter sphere that can be hurled unerringly to its target. The orb's effect depends on the level of the wizard:

-1: Inflicts 1d4 magic damage and blinds the target for one round.
-2: Inflicts 1d6 fire damage and inflicts pain upon the victim (-1 penalty to Armor Class and THAC0) for one round.
-3: Inflicts 1d8 magic damage and burns the victim for 1d3 fire damage.
-4: Inflicts 1d10 magic damage and blinds the target for 4 turns.
-5 to 6: Inflicts 1d12 magic damage and stuns the target for 3 rounds.
-7 and up: Inflicts 2d8 magic damage and paralyzes the victim for 13 rounds.

A successful Save vs. Spell negates all effects.

— Enhanced Edition

Effects[]

Original Game[]

This spell allows the caster to launch a ball of damaging energy at a target, whose damage and secondary effect depends on the level of the caster:

Caster level Effects
1 Inflicts 1d4 damage and blinds the target for 1 round.
2 Inflicts 1d6 damage and "pain" upon the victim: penalty of 1 to Armor Class and THAC0 for 1 round[Verify].
3 Inflicts 1d8 damage and additionally burns the victim.
4 Inflicts 1d10 damage and blinds the target for 4 turns.
5-6 Inflicts 1d12 damage and stuns the target for 3 rounds.
7-9 Inflicts 2d8 damage and paralyzes the victim for 13 rounds.
10-11 Turns the target to stone if they fail the saving throw, slows them for 5 rounds if they succeed.
12 and up Causes death if they fail the saving throw, paralysis for 4 rounds if they succeed.

A successful Save vs Spell negates both damage and effects unless otherwise stated, and resistances are not bypassed. The lingering effects of blindness, pain, being stunned or paralyzation can be dispelled.

Enhanced Edition[]

This spell allows the caster to launch a ball of damaging energy at a target, whose damage and secondary effect depends on the level of the caster:

Caster level Effects
1 Inflicts 1d4 magical damage and blinds the target for 1 round.
2 Inflicts 1d6 fire damage and "pain" upon the victim: penalty of 1 to Armor Class and THAC0 for 1 round.
3 Inflicts 1d8 magical damage and additionally burns the victim for 1d3 fire damage.
4 Inflicts 1d10 magical damage and blinds the target for 4 turns.
5 + 6 Inflicts 1d12 magical damage and stuns the target for 3 rounds.
7 and up Inflicts 2d8 magical damage and paralyzes the victim for 13 rounds.

A successful Save vs Spell negates both damage and effects, and resistances are not bypassed. The lingering effects of blindness, pain, being stunned or paralyzation can be dispelled.

Acquisition[]

Starting Spells[]

  • As a level 1 spell, Mages and Sorcerers are able to select this spell as one of their starting spells during Character generation

Level up[]

Scrolls[]

Notes[]

  • The Blindness effect works on undead creatures as well.
  • Due to the lack of a saving throw bonus, this version Chromatic Orb can be considered much stronger than the Baldur's Gate series version. However, one detrimental change is that when an enemy does successfully save against this spell, it shrugs off both the secondary effect and the damage, unlike in Baldur's Gate where a save only negates the secondary effect.
  • Due to the saving throw allowed by this spell, Magic Missile makes for a more reliable means of interrupting other spellcasters.

External links[]

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