|Level||Air 6, Arc 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6|
|Components||V, S, F|
|Casting Time||1 standard action|
|Range||Long (400 ft. + 40 ft./level)|
|Targets||One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)|
|Saving Throw||Reflex half|
|Groups||Llenol Prepared Spells|
|Sources||System Reference Document on page 208|
1d6/level damage; 1 secondary bolt/level each deals half damage.
1d6/level (max 20d6) electricity damage; 1 secondary bolt/level each deals half damage.
A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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