Chain Lightning
Chain Lightning | |
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Level | 9 |
School1 | Air |
School2 | Conjuration |
Source(s) | Book of Annihilations |
Casting noise | 25 |
Spell noise | 10 |
Power Cap | 200 |
Flags | Area |
Releases a massive electrical discharge that arcs to the creature nearest the caster and then outward from it. The further it travels, the less damage it does. Secondary arcs have limited range and do little damage to the caster. The spell's damage partially bypasses armour and resistance to electricity.
“The trouble ain't that there is too many fools, |
Chain Lightning is a devastating but unwieldy level 9 Conjurations/Air Magic spell which unleashes a massive surge of electricity. When cast, it leaps from target to target, always going outwards. Its damage decreases as targets get further away. There is no way to actually aim the spell - when cast, the surge simply comes into being, blasting the nearest target and wreaking havoc among nearby units until its power is spent and it grounds out. Any unit in LOS, including you and your allies, is treated as a valid target, even if the target is invisible.
Also, the spell has a tendency to deal damage to the caster, though much less than it inflicts on enemies. With rElec, this damage is almost negligible, rarely reaching beyond single digits. With decent AC, it's even less of a concern. Casters with low AC and no electricity resistance may take significantly more (15-20 is not unreasonable), and should be mindful of the risk.
Spell Details | |
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Damage Formula | 3d(2*Power/3) electricity |
Max Damage | 3d133 |
Max Power | 200 |
Range | LOS |
Targeting | LOS |
To-hit | Automatic |
Special | Partially irresistible |
Mechanics
The initial arc strikes the nearest valid target. Each consecutive arc hits every valid target in LOS (including the caster) within three spaces of any victim of the previous arc, unless that target has already been hit. This continues until there are no new targets.
Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced by one arc's worth from range 2 to 4, and two arcs' worth from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies. However, the caster is partially protected, taking only one-sixth damage.
Strategy
As an area-of-effect spell for taking out many threats (close or far). Chain Lightning works well enough, hitting several nearby targets for decent damage regardless of how they're spaced. It receives its full potential with at least one opponent close to you, and the rest grouped tightly nearby. At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At maxed out spell power, it becomes one of the most potent damage sources in the game, even partially bypassing electricity resistance.
However, as a level 9 spell, its tough to cast for a typical 3 rune character. Worshippers of Vehumet and/or those with high aptitude in magic (Tengu especially) are best suited to use this spell, while other characters can settle for spells like Lightning Bolt or Iron Shot.
- Wielding a staff of air provides a significant boost to damage, and grants you resistance to the self-damage; definitely consider wielding one if you can find it.
- Plants, fungi, and bushes are not valid targets for Chain Lightning, so they cannot extend the range of the spell.
- Followers of Beogh, Yredelemnul, or any other character that makes heavy use of allies should use extreme caution before casting Chain Lightning. You are almost guaranteed to injure or kill your allies in the process.
History
- The spell was reworked in 0.27. Prior to this version, Chain Lightning was a Level 8 Conjurations/Air spell that went from target to target, dealing reduced damage each time. Also, the spell's damage couldn't partially bypass resistance to electricity.
- Chain Lightning was added in 0.1, replacing Orb of Electrocution.