3.9 KiB
3.9 KiB
Chromatische Kugel
Englisch: Chromatic Orb Schule: Arkan · Grad: 1 · Klasse: Illusionist Dauer: Sofort · Reichweite: 18 m [60′] Quelle: Advanced_Fantasy_Players_Tome_v1-2.pdf (S. 160)
Wirkung
- Beschwört eine Kugel aus reiner Farbe, die auf ein sichtbares Ziel in Reichweite geschossen wird und unfehlbar trifft.
- Farbe, Schaden und Zusatzeffekt hängen von der Stufe des Anwenders und einem Edelstein in seinem Besitz ab; der Edelstein wird nicht verbraucht.
- Die Tabelle reicht von klarem Quarz (1W4, Licht) über Rubin (1W6, Hitze), Achat (1W8, Feuer), Onyx (1W10, Blindheit), Smaragd (1W12, Gestank), Magnetit (2W6, Magnetismus) bis Saphir (2W8, Lähmung).
- Die genauen Zusatzeffekte und Rettungswürfe stehen in der Quelle.
Originaltext (Englisch)
Originaltext anzeigen
This spell conjures an orb of pure colour
that shoots towards a visible target within
range.
- Colour: The caster may conjure an orb
of one of the colours listed in the table
opposite, depending on their experience
level and the gems available.
- Gemstone: The colour orb is created
by refracting and amplifying the pure hue
and intrinsic properties of a gemstone,
which must be in the caster’s possession.
Casting chromatic orb does not cause the
gemstone to be consumed.
- Value: The gem to be used must be of
a certain minimum value (indicated in
the table opposite).
- Hit: The orb hits unerringly, inflicting
damage on the target and another effect
that depends on its colour.
Chromatic Orb Effects
Caster’s Level Gem (Value) Colour of Orb Damage Effect
1st or greater Quartz (10gp) Clear 1d4 Light
2nd or greater Ruby (50gp) Red 1d6 Heat
3rd or greater Agate (100gp) Orange 1d8 Fire
4th or greater Onyx (250gp) Black 1d10 Blindness
5th or greater Emerald (500gp) Green 1d12 Stench
6th or greater Magnetite (500gp) Grey 2d6 Magnetism
7th or greater Sapphire (1,000gp) Blue 2d8 Paralysis
Chromatic Orb Effects
Light: If the target fails a saving throw
versus spells, it is surrounded by light in
a 15’ radius for 1d4 rounds. In low light
conditions, attacks against the target
gain a +2 bonus. Any attempts at stealth
or surprise on the target’s part may be
nullified.
Heat: If the target fails a saving throw
versus spells, it suffers a –2 penalty to
attacks, saves, and AC for 1d4 rounds.
The heat of the ruby orb may also be used
to melt up to a cubic yard of ice.
Fire: All flammable objects within 2’ of
the target are set alight. If the target fails
a saving throw versus spells, flammable
objects (e.g. clothing, hair, etc.) on its
person are also set alight. This inflicts 1d3
damage for 1d4 rounds, unless the target
spends a round extinguishing the flames.
Blindness: The target is blinded for 1d4
rounds unless it saves versus spells. A
blind creature cannot attack.
Stench: A 5’ radius cloud of stinking
vapours erupts at the target’s location.
Creatures 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 disperses
after 1 turn.
Magnetism: The electrical energy of the
orb strongly magnetizes any metal objects
on the target (e.g. armour, weapons) unless a saving throw versus spells is made.
The magnetic charge lasts for 1d4 rounds
and causes metal objects to stick together.
A target wearing metal armour suffers a
–2 penalty to AC and is unable to attack
with metal weapons.
Paralysis: Unless a saving throw versus
paralysis is made, the target is paralysed
for 1d4 rounds.
Lizenzhinweis: Der englische Originaltext stammt aus dem OSE Advanced Fantasy Player’s Tome. Dort sind nur Cleric- und Magic-User-Zauber als Open Game Content designiert; dieser Druiden-/Illusionistenzauber ist nicht als OGC ausgewiesen. Die Notiz dient als private Spielhilfe. Siehe OSE-SRD-Lizenz.