Air · area offense

Chain Lightning

Chain Lightning hits a limited group of targets linked by their proximity to one another. Its appearance in the story can be swift and impressive, but under the rules it is an area attack with at most three targets. The opponents' positions are part of using it: arbitrary people scattered across the entire area cannot be chosen regardless of their distances.

One roll is compared separately with each chosen target's magical defense. The results therefore need not be identical, and the attack does not continue onward without limit. It is available once per combat. It makes sense to watch the enemies' positions and decide whether this strike against a group is more useful than another attack focused on a single opponent.

Exact effect: One MATK roll is compared separately with each target's MDEF. Bonus: +3 to MATK. Target: at most 3 targets, each within a few meters of the previous one. Duration: instantaneous. Restrictions: once per combat; the area-attack rule applies. Using it requires at least Intelligence 10 and Level 5, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Chain Lightning
Spell illustration • AirChain Lightning
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Air
Type
area offense
Min. Intelligence
10
Min. Level
5
Bonus
+3 to MATK
Target
at most 3 targets, each within a few meters of the previous one
Duration
instantaneous
Restrictions
once per combat; the area-attack rule applies
Exact effect
One MATK roll is compared separately with each target's MDEF.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.