CHAIN LIGHTNING

Evocation level 6

STANDARD

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Components. A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins.

Spell Variants & Exotic Components – level 6
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 40 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d10 lightning damage on a failed save. Or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Components. Powdered tooth of Behir, Guiding Bolt (spell).

SPELL VARIANT #2

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Chain lightning strikes one object or creature initially, then arcs to a series of other objects or creatures within range, losing energy with each jump.
The bolt initially inflicts 10d8 lightning damage, then jump to the closest creature within 30 feet. Each jump reduces the strength of the lightning by 1d10. A successful Dexterity saving throw halves the damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Components. Staff of Thunder and Lightning (not consumed, requires 1 charge).