Chain Lightning |
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1d6/level damage and 1 secondary bolt/level. TARGET
DURATION-- SAVING THROWReflex half SPELL RESISTANCEAffected by target's spell resistance SPELL DESCRIPTORSElectricity CASTING TIMEStandard action |
Chain Lightning is a Evocation Spell in Pathfinder: Wrath of the Righteous. Chain Lightning is a 7 from the Evocation school. Spells in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments or to buff Characters.
Chain Lightning Information
- Level: 6
- School: Evocation
Spell Details:
- Target:
One enemy creature within touch range - Duration: --
- Saving Throw: Reflex half
- Spell Resistance: Affected by target's spell resistance
- Spell Descriptors: Electricity
- Casting Time: Standard action
- Spell Effect: 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 as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. Secondary targets must be within 30 feet of the primary target, and no target can be struck more than once.
How to Acquire Chain Lightning
Chain Lightning can be obtained by the following classes:
Chain Lightning can be cast by using the following Items:
- Item ??
- Weapon ??
- Armor ??
Chain Lightning Tips & Notes
- Notes and tips go here...
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I got some problem with this spell - more precisely, the spells casted by my enemies. They often knock out my characters permanently, without any visible status effect, except being prone, even if they still had more than 2/3th of their max health! I wasn't able to do anything, to help them to stand up, and during fights they just skip their turns... If i can win without them, then after that they return to normal, but otherwise they are almost the same as dead - except revival doesn't work them either, so they are irrevocably exluded from those fights after they get the first hit. That's a bit of OP, and it doesn't mentioned in the spell's description!
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