Level 6 Evocation spell available to Sorcerers and Wizards. 10d8 Lightning to a target, then three more bolts to three more enemies, each for the full 10d8. Four targets, no area, no friendly fire. It is the best damage spell in the game for the people who get it.
Spell description: Strike an enemy with lightning. Three more bolts leap from the target, electrifying as many as three other enemies within range.
Spell properties
- Damage: 10d8 Lightning
- Damage type: Lightning
- Range: 18m (60ft)
- Save: DEX save (half damage on success)
- Conditions applied: Arcs to up to 3 additional enemies within 18m of the first target.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Chain Lightning at higher levels provides no additional benefits.
How to obtain Chain Lightning
- Sorcerer, Wizard at Class level 11
Source items: Markoheshkir, Scroll of Chain Lightning
CHAIN LIGHTNING
Level 6 Evocation SpellStrike an enemy with lightning. Three more bolts leap from the target, electrifying as many as three other enemies within range.
On save: Targets still take half damage.
When to cast Chain Lightning
Cast it whenever there are four enemies to hit. That is 40d8 total, an average of 180 damage spread across the four biggest threats in the room, and none of it touches your party because it only jumps to enemies. Fireball has to be aimed around your melee. This does not.
It is single-target on the first bolt, so the initial hit can be aimed at whichever enemy you most want dead, and the chains pick up the rest. Against a boss with adds, the boss takes the first bolt and the adds take the chains.
Lightning is resisted by a handful of things, mostly elementals and some constructs, and it electrifies water. If the enemy is standing in a puddle, everyone in the puddle gets a bonus shock.
Twinned Spell does not work on it any more, but you do not need it to. With a Level 6 slot this is what a Sorcerer or Wizard should be casting on turn one of any real fight.










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