Blue Mountain
Chain Lightning
College:Air Magics
Spell Type:Arcane Spell
Special Classification:None
Spell Rank Limit:10
Name:Chain Lightning
Multiple:300
Range:30 feet per rank
Duration:Immediate
Base Chance:40
Components:Verbal, Somatic, Material
Saving Throw:Magic - Half
Prerequisites:Spell Memory 10, Spell Energy 10, Lightning Bolt 22
This spell creates an electrical discharge that begins as a single stroke of lightning, 2½ feet wide, commencing from the fingertips of the caster. Unlike a lightning bolt spell, chain lightning strikes one object or creature initially, then arcs to a series of other objects or creatures within range, losing energy with each jump.

The bolt initially inflicts 10d6 damage, plus 1d6 per rank of the caster (half damage if the object or creature rolls a successful magic save). After the first strike, the lightning arcs to the next nearest object or creature. Each jump reduces the strength of the lightning by 2d6. Each creature or magical object hit receives a saving throw vs. spell. Success on this save indicates the creature suffers only half damage from the bolt.

The chain can continue to strike until the damage is 0d6, although each creature or object can be struck only once. The bolt continues to arc until it has run out of damage, until it strikes an object that grounds it (interconnecting iron bars of a large cell or cage, a large pool of liquid, etc.), or until there are no more objects or creatures to strike.

Direction is not a consideration when plotting chain lightning arcs. Distance is a factor--an arc cannot exceed the spell's range. If the only possible arc is greater than the spell's range, the stroke fades into nothingness. Creatures immune to electrical attack can be struck, even though no damage is taken. Note that it is possible for the chain to arc back to the caster! As a general rule, the arc will hit the closest target within range that has not already been struck.

The material components are one silver coin for each rank with the spell.
Effect Category:Damage
Effect:1d6 per rank
Base Cost:150
Modifiers:
Area of Effect:1 target per rank2
Cast Chance:400.8
Casting Time:Normal spell0
Components:See Components Above-1
Duration:Instant0
Immunity:No Immunity0
List:List Appropriate0
Range:30 feet per rank0.7
Reliability:Mostly reliable0
Resistance:Save for half effect-0.25
Visibility:No visibility modifier0
Active Cost
(cost after advantages):
675
Recommended Cost
(cost after disadvantages):
300