Spell Description

You hurl a 4-inch-diameter sphere of energy that erupts in a 5-foot-radius at a point within range. Choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create. When you hurl the orb, creatures in the area must succeed on a Dexterity saving throw or take 2d10 damage of the type you chose, or half as much damage on a successful saving throw.

If you roll 10 on any of this spell’s damage dice, targets that failed that saving throw suffer an additional effect based on the damage type you chose:

  • Acid. The target takes an additional 1d10 acid damage at the end of their next turn.

  • Cold. The target’s speed is reduced by 20 feet until the end of its next turn.

  • Fire. The target starts burning.

  • Lightning. The target gains a point of exhaustion that disappears at the end of its next turn.

  • Poison. The target is poisoned until the end of its next turn.

  • Thunder. The target is moved 10 feet directly away from the center of the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage increases by 1d10 for each slot level above 1st.

Chromatic Orb

1st level, arcane (evocation)

Casting Time

1 action

Duration

Instantaneous

Range

120 feet (line)

Components

V,S,M*

*this spell requires a small crystal prism