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[Changed] Chain Lightning (QuickActions.Features("Chain Lightning")) now follows the Arcana card. Select the caster's token: the window reads the caster's last Chain Lightning Spellcast Roll from chat (or you type it). Every adversary within Close range whose Difficulty the Spellcast Roll meets, or all of them on a critical, makes a reaction roll against the Spellcast result. Those who fail take one shared 2d8+4 magic damage roll, applied through the system, so resistance, immunity and thresholds count. The lightning then jumps to adversaries not yet targeted within Close range of anyone who marked HP, until nobody is left. Before, the selected token was treated as the first target and rolled its own save, the chain also jumped from targets that took no damage, the reaction Difficulty was typed by hand, and damage ignored magic resistance and immunity.
[Changed] Chain Lightning targets any adversary token that isn't Friendly (the same split the system's combat tracker makes), so a Neutral adversary is no longer left out. Adversaries with every HP marked are listed on the card as Defeated, and the chain does not pass through them.
[Changed] Chain Lightning's window has its own template and the module's look: switches instead of checkboxes, and it closes as soon as you cast. The "Show 3D Dice?" option is gone.
[Added] The Chain Lightning results card shows each target's token image, which pans the map to it, and gives the GM an undo button per target that reverts the HP that target actually marked.
[Added] With Daggerheart Distances 0.3.0 or later active, Chain Lightning measures Close range the way its rings show it, including elevation when its 3D mode is on. Without it, the system's own range check is used.
[Added] With Sequencer and JB2A (Patreon or free) active, Chain Lightning is animated: bolts jump from the caster to each target and along the chain, every target that takes damage catches fire, and each wave has lightning and fire sounds. All the reaction and damage dice are thrown in a single Dice So Nice roll, the animation waits for the dice to clear, and every player's camera pans to each wave, or follows it bolt by bolt when its tokens don't fit on the GM's screen. The sounds are from lentikula's Basic Spell Impacts pack, released under CC0.
[Changed] The README was rewritten in plain prose, with the same content.
Checked in a disposable Foundry 14.369 / Daggerheart 2.10.11 world with a GM and a player client: the chain, the Neutral and Defeated cases, the undo of a target near its maximum HP, the Distances measurement at the edge of Close, the animation with Sequencer 4.2.3 and JB2A Patreon 0.9.2, the single Dice So Nice throw, and the macro with Sequencer turned off. Nothing went to the error log or notifications. The headless browser does not draw the canvas, so how the animation looks was not checked.