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When Chain Lightning is cast, arcs of electrical energy burst from the wizard's fingertips.

Unlike the regular arcane version of this spell, the Avenger druid kit's Chain Lightning is considered natural/nonmagical, ignoring a target's magic resistance entirely.

Description[]

When the wizard casts Chain Lightning, arcs of electrical energy burst from his fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes his Saving Throw vs. Spell).

Gameplay[]

The caster directs this spell at a single creature initially.

If there are more than one enemy creature within 40 feet of the wizard when the spell is cast, the lightning will leap to those other enemies as well - the chain lightning projectile will not affect non-enemy creatures.

This spell can be blocked by Magic resistance.

The initial target of this spell can protect itself with a spell protection such as Spell Deflection or Spell Trap and block the chain from occurring - likewise, Spell Immunity: Evocation can nullify this spell as well.

A creature hit with chain lightning takes variable Electricity damage depending on the caster's level, capping out at caster level 20.

A successful Saving throw versus Spell will reduce the damage by half.

Where to obtain its scroll[]

Baldur's Gate II: Shadows of Amn[]

Dropped by[]

Sold by[]

Baldur's Gate II: Throne of Bhaal[]

Sold by[]

Gallery[]

Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising its effects, saving throw and description. See below:
Chain Lightning
Level: 6
School: Evocation
Range: Long
Duration: Instant
Casting Time: 6
Area of Effect: Target, and enemies within 30’
Saving Throw: Breath half

This spell creates an electrical discharge that begins as a single stroke commencing from the caster’s fingertips. Unlike Lightning Bolt, Chain Lightning strikes one object or creature initially, then arcs to other targets. These brilliant arcs of lightning leap at all enemies within range, burning them with electrical damage. The lightning causes 1d6 points of damage for every level of the caster to the primary target (up to a maximum of 20d6) and 1d6 for every two levels to subsequent targets (up to a maximum of 10d6). Those who roll successful saving throws vs. breath at -4 manage to partially avoid direct impact from the lightning and hence receive only half damage.

External Links[]

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