Chain Lightning
Required | Air Sphere 5 |
Range | 10 yards x Rank long |
Area | 1 yard wide |
Duration | Instant |
Casting | Verbal, Somatic, Touch |
Action | Standard |
Cost | 4 Mana |
Effect | The caster dispenses an electrical attack 1 yard wide that hits the first target in its path before leaping to up to 5 additional targets within range. Chain Lightning deals Casting Roll lethal Lightning Damage (applying Shock) to each target that it hits, which may be modified by a target's Magic Defense. When Chain Lightning bounces back to a target that it has already damaged, +4d10 damage is added to the Casting Roll each time beyond the first hit. The caster has no control over what path the spell takes. Chain Lightning will always jump to the nearest target while prioritizing armored targets over those without armor. It will keep bouncing between targets until one of the following is achieved: it fails to deal any damage to a target; all targets within range have died/been destroyed and it has nowhere to move to; or the spell has completed 5 jumps after the initial attack.
For example: Brenden, a Rank 5 Air Mage has a Casting Roll of 15d10. He casts Chain Lightning with only two targets nearby. Chain Lightning hits Target A, dealing 15d10 Lightning damage and applying Shock before bouncing to Target B. Target B also receives 15d10 Lightning damage and Shock. Chain Lightning bounces back to Target A, as there are no other targets within range, dealing an additional 19d10 Lightning Damage and applying Shock, before bouncing back to Target B and doing the same. If Target A is still alive at this time, the spell would bounce back dealing 23d10 damage this time, applying Shock once again before continuing back to Target B. If Target A had died after the second hit, the Chain Lighting is unable to deal further damage and the spell ends instead of bouncing back to Target B. |