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Energy Chain

School: Evocation

Tier: 5

Casting

Casting Time: 1 Half Action

Range: Medium (100 ft. + 10 ft./CL)

Effect

Target: One creature or Object per CL

Duration: Instantaneous

Saving Throw: Reflex half or Will Half

Spell Resistance: Yes

Description

When this spell is learned you must select Fire, Electricity, Acid, Cold or Sonic. That is the elemental damage dealt. You may learn this spell additional times, each time selecting a new element. Alternatively, you may learned an Aligned Energy version and select one of the following Energy types Anarchic, Axiomatic, Holy, Primal or Unholy. The saving throw is Reflex save for Elemental Energy and a Will save for Aligned Energy.

This spell creates an energy discharge that begins as a single stroke commencing from your fingertips. Energy chain strikes one object or creature initially, then arcs to other targets.

Energy Chain deals 1d6 points of damage per MP spent, up to a maximum number of dice equal to your Caster Level The secondary bolts each strike one target and deal as much damage as the primary bolt and cost 2 MP per additional target up to your Caster Level in secondary targets. Each target may be no more then 30ft away from the previous target (this can reach outside of the original range of the spell so long as no jump is greater then 30ft).

Each target can attempt a Reflex/Will saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the previous target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.