← All spells
WizardLv. 1

Liquid Orb

When the spell is cast, an orb of nonflammable liquid comes into existence in the caster's palm and is held by the mage through a magical increase in the sphere's surface tension. The liquid maintains its spherical shape until released by the caster or until the end of the spell's duration.

The temperature of the sphere is always that of the surrounding air (temperatures must be above freezing and below boiling) and cannot be altered except through normal means. The sphere can be thrown, but its accuracy is very poor (30-foot range, -2 to hit) and it does no damage to non-fiery creatures. The sphere can be used to put out fires covering up to four square feet per pint. The orb also inflicts 1d4 points damage per gallon (eight pints) to any fire-based creatures (fire elementals, salamanders, etc.). The caster cannot make a called shot (DMG, Chapter 9) with the sphere, and its liquids cannot be used to blind opponents.

This spell can be used to supply the caster with small amounts of fresh drinking water, ink (non-magical), clothing dye, fruit juice, cider, soup, or any other known nonflammable liquid that causes no damage to normal creatures (thus, excluding acids and poisons); the DM and player may be fairly creative here. The spell has an absolute limit of four gallons-a sphere the size of a small beach ball. A liquid orb of one gallon or more must be thrown with both hands.

Notes: Uncommon for Water mages; otherwise very rare.

Sources: Dragon Magazine · Wizard's Spell Compendium

Open on AD&D 2e wiki →