Polar Orb

School evocation [cold]; Level bloodrager 3, druid 3, magus 3, sorcerer/wizard 3, Volwryn mage 3


Casting Time 1 standard action
Components V, S, M (a drop of water and a glass bead)


Range short (25 ft. + 5 ft./2 levels)
Target One creature, then each creature within 20 feet of that target.
Duration instantaneous, then concentration (up to 1 round per level); see text.
Saving Throw Fortitude partial; see text; Spell Resistance no


A polar orb spell generates a burst of energy that leeches away heat from the first creature it hits, dealing 1d4+1 cold damage per 2 caster levels (maximum 5d4+5). The orb then swirls for the duration, entangling creatures in the area in ice and dealing half damage (Fortitude negates). A creature that enters or starts its turn in the area must save again or suffer from the secondary effect. Any damage dealt to the ice around an entangled creature destroys it. At the start of each of your turns, the orb moves 10 feet in a straight line from where it was initially cast, up to its maximum range.

When you cast this spell, you point your finger and determine the initial target against which the polar orb is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to reaching the initial target, blossoms into the polar orb at that point. An early impact results in an early detonation. If you attempt to send the bead through another creature’s space or through a narrow passage, such as an arrow slit, you must “hit” the intended target with a ranged touch attack, or else the bead strikes the first obstruction and detonates prematurely.

Section 15: Copyright Notice

The Book of Many Things Volume 3: Realms of Magic, © 2020,Samurai Sheepdog; author Kevin Glusing.

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