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Chromatic Orb - D&D 5th Edition Spell Book

These spell details for Chromatic Orb include everything you need to know for your game. I also have a list of the most important DnD Spells and other DnD reference info available for you on those respective pages.

Chromatic Orb
Chromatic Orb Image

Chromatic Orb Spell Effects

1st-level evocation


Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a diamond worth at least 50 gp)

Duration: Instantaneous


You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You 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. If the attack hits, the creature takes 3d8 damage of the type you chose.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


All information on Chromatic Orb comes from the DnD Player's Handbook.

Acid Splash 5e

Classes That Can Cast Chromatic Orb

Only the sorcerer and wizard may cast chromatic orb, within the player's handbook. Aesthetically, the chromatic orb spell fits very nicely in with D&D's most hardcore spell casting classes, though in all reality, the spell is not that powerful, so it is a bit surprising that it isn't available to the warlock, and maybe even the cleric.


As you'll see in the table below, chromatic orb doesn't stack up very well against other 1st-level evocation spells, primarily because there aren't many monsters in D&D that have damage type vulnerabilities.


Chromatic Orb Spell Effectiveness

Damage 1st-Level Spell 2nd-Level Spell 3rd-Level Spell 4th-Level Spell 5th-Level Spell 6th-Level Spell 7th-Level Spell 8th-Level Spell 9th-Level Spell
Damage Dice 3d8 4d8 5d8 6d8 7d8 8d8 9d8 10d8 11d8
Average Damage 13.5 18 22.5 27 31.5 36 40.5 45 49.5
3-Target Damage from Burning Hands 31 42 52 63 73 84 94 105 115
Average Fighter DPR 11 15 19 23 27 30.5 34 37.5 41

Spell Damage

The table above compares chromatic orb to burning hands 5e, another 1st-level evocation spell, and to a fighter's average damage per round (prior to factoring in hit chance). As the fighter's damage is a very rough calculation, and burning hands is capable of hitting more than 3-targets (or fewer than 3-targets), the table only provides rough estimates, intended to help you determine each spell or attack's overall value in comparison to one another.


Chromatic Orb Usefulness

As you can probably guess (especially by looking at the table, above), chromatic orb's main value is intended to come from its ability to change damage type. Since enemies vulnerable to a damage type in D&D take double damage from an attack, the idea is to use chromatic orb against any monster with a vulnerability damage type that chromatic orb can deal.


However, the main problem with chromatic orb is that of the 6-damage types it can deal (acid, cold, fire, lightning, poison, or thunder), monsters in D&D are only vulnerable to 3-of them (cold, fire, and thunder). Of those 3-damage types, one of them - thunder - only has one monster  in the entire manual that's vulnerable (the earth elemental), meaning that thunder can sort of be excluded.


With all of that being said, spells like burning hands (as shown above) and even call lightning 5e are really better picks, unless perhaps you happen to be fighting either an earth elemental, or one of the 4-monsters vulnerable to cold damage. To be honest though, even if all of these negatives were not enough, chromatic orb - unlike burning hands and call lightning - does not deal half damage on a miss. If you miss, you miss entirely, dealing zero damage.


Despite all of that, if you do still want to cast chromatic orb, however, try using it in the following situations to still maximize its effectiveness.

  • Cast chromatic orb against enemies with low AC. Since chromatic orb is a "ranged spell attack," and does not require a saving throw, the attack roll is made against the target's AC. So, the lower your target's AC, the more likely you are to hit with your spell.
  • One of the best parts of chromatic orb is its 90-foot range, which is considerable. If you're going to cast the spell, at least try to launch it at your target from as far away as possible, to keep yourself safe from enemy attacks.
  • Obviously, do your research on any enemies you're fighting. If it's a monster, do whatever you can to learn if it has any damage vulnerabilities. Also, be aware that your dungeon master may opt to give monsters a damage vulnerability of their choosing, so do any research needed in your RPG campaign to find out what damage type you should make your chromatic orb.


Chromatic Orb Resistances, Immunities, and Vulnerabilities

Just so you are aware, combining all of the damage types that chromatic orb can deal, there are 125-monsters with resistances to those damage types, 172-monsters with immunities, and only 14-monsters with vulnerabilities. So, if you come across those 14-monsters with vulnerabilities to cold, fire, or thunder damage, consider casting chromatic orb.



Combine Chromatic Orb with the Following Spells

Though I really don't recommend chromatic orb, or overall think it's a very good spell, similar to chill touch 5e, there are a few spells you can cast to increase chromatic orb's effectiveness.

  • Bless 5e: since chromatic orb is a ranged spell attack, your hit chance when casting it is based on the target's AC, and not a saving throw. Bless increases attack rolls by +1d4, giving it a clear bonus for chromatic orb's chance to hit.
  • Haste 5e: though haste doesn't increase hit chance or damage, directly, it does provide affected characters with an extra action each round. If you have a lot of spell slots to burn, you could pump out quite a bit of damage, and quickly, by casting a second chromatic orb each round while hasted.


Chromatic Orb Counters

It's not often that I come across a spell in D&D that I feel needs a major buff, but chromatic orb just isn't very useful because of the lack of vulnerabilities present in the DnD monster manual. If more monsters had vulnerabilities, then chromatic orb would suddenly shoot up near the top of the list in terms of spell usefulness.


Anyways, with chromatic orb being what it is, though I usually provide this section for spells on their natural counters, with chromatic orb, I kind of feel like, "who cares?" If an enemy were to cast chromatic orb at me, I'd almost celebrate, because it's like they've wasted a spell slot. Instead of hitting my team with hellish rebuke 5e, they've opted for a much less powerful chromatic orb. That's a win, in my book.


However, if I had to counter chromatic orb, for some strange reason, then I would consider using one of the following spells to do so:

  • Bane 5e: reduce your target's ranged spell attack hit chance by 1d4 with this valuable little spell.
  • Cure Wounds 5e: I wouldn't exactly say that cure wounds is technically a "counter" to chromatic orb, but since it only damages one target, spells like this and aura of vitality 5e do negate its effects pretty nicely.
  • Mage Armor 5e: since chromatic orb attacks against AC, if you can raise your AC with a spell like mage armor, this is an easy way to reduce your chances to be hit.
  • Silence 5e: again, I feel like chromatic orb is not that concerning, so I probably wouldn't use silence on someone set on chromatic orb, but if I did, it would prevent them from casting the spell, altogether.


Chromatic Orb-Type Spells in Eternity TTRPG

One of the reasons I created the Eternity TTRPG Game System to begin with was because of spells like chromatic orb. In all honesty, I got tired of playing D&D when I realized how many spells sucked and certain classes weren't as good as others, just straight up. Everyone knows the wizard is, always has been, and probably always will be the best class. Maybe they're not always the most fun - and certainly not the easiest - but they are the best class.


In Eternity TTRPG, balance is one of the game's highest priorities, where every class is always viable both in and out of combat. Below, I've included an example spell that somewhat compares to chromatic orb as a quick way for you to check out the game, in case you're ever interested in trying out other TTRPG systems.

Pyromancer Class Icon

Pyromancer - Core Class Spell

Abyssal Flare (Magic): 4Range, -2Faith vs. Will, deals 1damage (deals 2damage to cryomancers).

Even if this Spell misses, you also gain

one (1) stack of “Inferno,” which gives you a

chance to deal an additional 1damage with certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to two (2) stacks. When casting “Abyssal Flare,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:

1 stack of “Inferno” 19-20 2 stacks of

“Inferno” 17-20 (Double-Hit): deals an additional 1damage.

  • (Flames of the Abyss) Roll an additional 3 numbers lower to deal the additional 1damage bonus with Spells that benefit from “Inferno.”
  • (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
  • (Elemental Fire) Every turn, Instantly cast this Spell with -10Faith vs. Will. Instantly casting “Abyssal Flare” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 


There aren't many direct-damage spells in Eternity TTRPG, as I wanted the game to feel more interesting than just a continual exchange of blows. However, Abyssal Flare is one of the spells that has that more direct damage nature, so it compares somewhat accurately to chromatic orb. Though Abyssal Flare only deals fire damage, it does come with many more options than chromatic orb, especially when you factor in the various Critical options (shown in the spell's bullet points). 


Curious to learn more about the Eternity TTRPG Game System? Check out the Eternity TTRPG Core Game PDF!

Pyromancer - Core Class Spell

Abyssal Flare (Magic): 4Range, -2Faith vs. Will, deals 1damage (deals 2damage to cryomancers).

Even if this Spell misses, you also gain one (1) stack of “Inferno,” which gives you a

chance to deal an additional 1damage with certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to two (2) stacks. When casting “Abyssal Flare,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:

1 stack of “Inferno” 19-20 2 stacks of “Inferno” 17-20 (Double-Hit): deals an additional 1damage.

  • (Flames of the Abyss) Roll an additional 3 numbers lower to deal the additional 1damage bonus with Spells that benefit from “Inferno.”
  • (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
  • (Elemental Fire) Every turn, Instantly cast this Spell with -10Faith vs. Will. Instantly casting “Abyssal Flare” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 


There aren't many direct-damage spells in Eternity TTRPG, as I wanted the game to feel more interesting than just a continual exchange of blows. However, Abyssal Flare is one of the spells that has that more direct damage nature, so it compares somewhat accurately to chromatic orb. Though Abyssal Flare only deals fire damage, it does come with many more options than chromatic orb, especially when you factor in the various Critical options (shown in the spell's bullet points). 


Curious to learn more about the Eternity TTRPG Game System? Check out the Eternity TTRPG Core Game PDF!

Dice, Dungeons, Games & More - Eternity TTRPG



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Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

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