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

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 Avenger 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 bypasses Magic resistance and is non magical.

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 Avenger's level, capping out at caster level 20.

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