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Chromatic Orb

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Chromatic Orb
  • Level: 1
  • School: Evocation
  • Class: Sorcerer, Wizard
  • Casting Time: Action
  • Range: 90 feet
  • Components: V, S, M (a diamond worth 50+ GP)
  • Duration: Instantaneous

You hurl an orb of energy at a target within range. 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. On a hit, the target takes 3d8 damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.


Tactical Usage

When to Choose Chromatic Orb:

  • Excellent versatile damage spell with elemental flexibility
  • Strong choice when enemies have specific elemental vulnerabilities
  • Valuable for reliable single-target damage with leap potential
  • Essential for bypassing elemental resistances

Damage Type Selection:

  • Fire: Most common vulnerability, widely useful
  • Cold: Good against fire-based creatures
  • Lightning: Effective against water/metal armored foes
  • Acid: Rare resistance, good default choice
  • Thunder: Rare resistance, useful against constructs
  • Poison: Limited by many creature immunities

Leap Mechanics:

  • Requires matching numbers on damage dice
  • Higher-level slots allow multiple leaps
  • 30-foot leap range requires clustered enemies
  • Each creature can only be targeted once per casting

Spell Combinations

Damage Enhancement:

  • Hex: Additional damage on successful attacks
  • True Strike: Advantage on spell attack roll
  • Faerie Fire: Advantage against illuminated targets
  • Bless: Bonus to spell attack rolls

Positioning Synergies:

  • Web: Group enemies for potential leap targeting
  • Grease: Prone enemies easier to hit
  • Hold Person: Paralyzed targets grant automatic crits
  • Entangle: Restrained enemies easier to target

Material Component Details

Diamond Worth 50+ GP:

  • Significant Investment: Substantial cost for 1st-level spell
  • Reusable Component: Same diamond can be used repeatedly
  • Quality Scaling: Higher-value diamonds may enhance roleplay
  • Symbolic Value: Represents pure elemental energy focus

Roleplay Opportunities:

  • Describe diamond resonating with chosen elemental energy
  • Reference the gem fracturing light into elemental spectrum
  • Use diamond's facets to explain energy channeling
  • Emphasize the precious focus required for versatile elemental magic

Creator Notes

Adjudication Guidance:

  • Damage type chosen at casting time, not when orb hits
  • Leap occurs only when damage dice show identical numbers
  • Higher-level slots increase both damage and potential leaps
  • Attack rolls made separately for each target

Leap Probability:

  • 1st level (3d8): ~15% chance of at least one matching pair
  • 2nd level (4d8): ~22% chance of matching numbers
  • Higher levels increase both damage and leap probability

Balancing Considerations:

  • 50 GP component cost balances high damage potential
  • Leap mechanic adds excitement without guaranteed benefit
  • Elemental choice provides tactical flexibility
  • Single-target limitation prevents excessive multi-targeting

Environmental Interactions

Elemental Effects:

  • Fire: May ignite flammable materials
  • Cold: Could freeze water or create ice patches
  • Lightning: Might affect metal objects or electronics
  • Acid: Could corrode materials or surfaces
  • Thunder: May trigger avalanches or structural damage
  • Poison: Could contaminate air or water temporarily

Visual Spectacle:

  • Each element creates distinct visual and audio effects
  • Orb travels as concentrated ball of elemental energy
  • Impact creates appropriate elemental burst or explosion
  • Leaps create secondary elemental displays

Environmental Adaptation:

  • Choose element based on environment for maximum effect
  • Fire in dry areas, cold in hot climates, etc.
  • Consider environmental resistances or vulnerabilities
  • Use elemental choice for atmospheric storytelling

Common Rulings & Clarifications

Frequently Asked Questions:

Q: Can I choose the damage type after seeing what I'm fighting? A: Yes, you choose the element when you cast the spell.

Q: What happens if there are no valid targets for a leap? A: The orb simply doesn't leap - no additional effect occurs.

Q: Do I need to roll damage separately for each target? A: Yes, each target requires a separate damage roll.

Q: Can the orb leap back to the original target? A: No, each creature can only be targeted once per casting.

Alternative Applications

Environmental Manipulation:

  • Elemental Solutions: Use appropriate element for environmental challenges
  • Material Processing: Fire for ignition, acid for dissolving, etc.
  • Signaling: Create distinctive elemental displays for communication
  • Utility Magic: Cold for preservation, fire for cooking, etc.

Creative Problem-Solving:

  • Melt ice barriers with fire orbs
  • Freeze water obstacles with cold orbs
  • Clear vegetation with acid orbs
  • Break objects with thunder orbs

Elemental Damage:

  • Burning Hands: Fire area damage
  • Lightning Bolt: Lightning line damage
  • Acid Splash: Acid area damage
  • Ray of Frost: Cold single-target damage

Variable Damage Type:

  • Chaos Bolt: Random elemental damage with leaps
  • Elemental Weapon: Weapon damage type choice
  • Protection from Energy: Elemental resistance choice
  • Absorb Elements: Elemental damage absorption

1st-Level Alternatives:

  • Magic Missile: Guaranteed damage, force type
  • Guiding Bolt: Radiant damage with advantage granting
  • Witch Bolt: Lightning with ongoing damage
  • Ice Knife: Cold damage with area effect

Scaling Analysis

Level Progression:

  • Early Game: High damage for 1st-level slot
  • Mid Game: Competitive with higher-level alternatives
  • Late Game: Efficient for lower-level slot usage

Damage Scaling:

  • 1st Level: 13.5 average damage (excellent for level)
  • 2nd Level: 18 average damage (strong scaling)
  • 3rd Level: 22.5 average damage (competitive option)

Leap Potential:

  • Higher levels increase both damage and leap chances
  • Multiple leaps can provide significant encounter impact
  • Probability scaling makes higher slots more attractive
  • Single-target limitation maintains balance

Narrative Flavor

Extended Description: You hold your precious diamond aloft while speaking words that seem to make the gem resonate with elemental power. As you choose your desired element, the diamond begins to glow with corresponding energy - red for fire, blue for cold, yellow for lightning, green for acid, purple for poison, or silver for thunder. With a gesture, you launch this concentrated elemental energy as a brilliant orb that streaks toward your target, carrying the pure essence of your chosen element.

Sensory Details:

  • Visual: Brilliant orb of concentrated elemental energy
  • Elemental: Appropriate sensory effects for chosen element
  • Crystalline: Diamond's faceted focus creating prismatic effects
  • Dynamic: Energy leap creating chain reactions when applicable

Cultural Context: Chromatic Orb represents the evoker's mastery over multiple elemental forces, demonstrating versatility and adaptability in magical combat. The expensive diamond focus symbolizes the significant training and resources required to achieve such elemental flexibility.