98 lines
3.9 KiB
Markdown
98 lines
3.9 KiB
Markdown
# Chromatische Kugel
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> **Englisch:** Chromatic Orb
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> **Schule:** Arkan · **Grad:** 1 · **Klasse:** Illusionist
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> **Dauer:** Sofort · **Reichweite:** 18 m [60′]
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> **Quelle:** [[Advanced_Fantasy_Players_Tome_v1-2.pdf]] (S. 160)
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## Wirkung
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- Beschwört eine Kugel aus reiner Farbe, die auf ein sichtbares Ziel in Reichweite geschossen wird und unfehlbar trifft.
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- Farbe, Schaden und Zusatzeffekt hängen von der Stufe des Anwenders und einem Edelstein in seinem Besitz ab; der Edelstein wird nicht verbraucht.
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- 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).
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- Die genauen Zusatzeffekte und Rettungswürfe stehen in der Quelle.
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## Originaltext (Englisch)
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<details>
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<summary>Originaltext anzeigen</summary>
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```
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This spell conjures an orb of pure colour
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that shoots towards a visible target within
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range.
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- Colour: The caster may conjure an orb
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of one of the colours listed in the table
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opposite, depending on their experience
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level and the gems available.
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- Gemstone: The colour orb is created
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by refracting and amplifying the pure hue
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and intrinsic properties of a gemstone,
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which must be in the caster’s possession.
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Casting chromatic orb does not cause the
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gemstone to be consumed.
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- Value: The gem to be used must be of
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a certain minimum value (indicated in
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the table opposite).
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- Hit: The orb hits unerringly, inflicting
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damage on the target and another effect
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that depends on its colour.
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Chromatic Orb Effects
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Caster’s Level Gem (Value) Colour of Orb Damage Effect
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1st or greater Quartz (10gp) Clear 1d4 Light
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2nd or greater Ruby (50gp) Red 1d6 Heat
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3rd or greater Agate (100gp) Orange 1d8 Fire
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4th or greater Onyx (250gp) Black 1d10 Blindness
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5th or greater Emerald (500gp) Green 1d12 Stench
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6th or greater Magnetite (500gp) Grey 2d6 Magnetism
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7th or greater Sapphire (1,000gp) Blue 2d8 Paralysis
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Chromatic Orb Effects
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Light: If the target fails a saving throw
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versus spells, it is surrounded by light in
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a 15’ radius for 1d4 rounds. In low light
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conditions, attacks against the target
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gain a +2 bonus. Any attempts at stealth
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or surprise on the target’s part may be
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nullified.
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Heat: If the target fails a saving throw
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versus spells, it suffers a –2 penalty to
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attacks, saves, and AC for 1d4 rounds.
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The heat of the ruby orb may also be used
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to melt up to a cubic yard of ice.
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Fire: All flammable objects within 2’ of
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the target are set alight. If the target fails
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a saving throw versus spells, flammable
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objects (e.g. clothing, hair, etc.) on its
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person are also set alight. This inflicts 1d3
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damage for 1d4 rounds, unless the target
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spends a round extinguishing the flames.
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Blindness: The target is blinded for 1d4
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rounds unless it saves versus spells. A
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blind creature cannot attack.
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Stench: A 5’ radius cloud of stinking
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vapours erupts at the target’s location.
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Creatures within the cloud (including
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the target) must save versus poison or be
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overcome with nausea—unable to act except to move at half movement rate. Once
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leaving the cloud, the nausea subsides
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after 1d4 rounds. The cloud disperses
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after 1 turn.
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Magnetism: The electrical energy of the
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orb strongly magnetizes any metal objects
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on the target (e.g. armour, weapons) unless a saving throw versus spells is made.
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The magnetic charge lasts for 1d4 rounds
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and causes metal objects to stick together.
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A target wearing metal armour suffers a
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–2 penalty to AC and is unable to attack
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with metal weapons.
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Paralysis: Unless a saving throw versus
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paralysis is made, the target is paralysed
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for 1d4 rounds.
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```
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</details>
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---
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> **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]].
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