Book not in front of me...
But my STRONG recollection is that the example they used in chain in tnb was magic missile.
I have a MILD recollection that rays were specifically mentioned as well but this could easily be mistaken.
I never had a question about ray or magic missiles from the reading in tnb.
i will look later to see if i am mistaken.
to my mind the number on and two reasons for chain are...
1. The "massing" of several key spells... haste is the first but much more imoportant to me are GREATER MAGIC WEAPON and DISPEL MAGIC (the targetted version.) At 12th level, a chained 6th level spell slot GMW will vreate 13 +4 weapon/ammo-sets that last for 12 hours. That's a melee weapon, bow and arrows for every member of your 4 man party. A targetted dispel chained will give d20+10 rolls vs every magical effect on each of 13 enemies. A literal ruling would not make the secondary effects at -4, since the opposed roll is not a "save" but even with a Gm ruling it at -4 it still boils down to stripping the fighters of their potioned adders (haste, strengths, etc) in one swell foop.
2. Many saves = one more failure. When used with blindness and holdperson and the like, making the entire party save (at -4)will, in my experience, result in one more failure. This effectively doubles the spell impact. Kick in a recitation from a nearby friendly mage and you might get another.
All in all, chain is one of my favorite feats, quite potent both on the offensive side and the defense.
So, all in all, the worry about magic missile or rays is hardly relevent to the feat's potency, from my perspective.
But my STRONG recollection is that the example they used in chain in tnb was magic missile.
I have a MILD recollection that rays were specifically mentioned as well but this could easily be mistaken.
I never had a question about ray or magic missiles from the reading in tnb.
i will look later to see if i am mistaken.
to my mind the number on and two reasons for chain are...
1. The "massing" of several key spells... haste is the first but much more imoportant to me are GREATER MAGIC WEAPON and DISPEL MAGIC (the targetted version.) At 12th level, a chained 6th level spell slot GMW will vreate 13 +4 weapon/ammo-sets that last for 12 hours. That's a melee weapon, bow and arrows for every member of your 4 man party. A targetted dispel chained will give d20+10 rolls vs every magical effect on each of 13 enemies. A literal ruling would not make the secondary effects at -4, since the opposed roll is not a "save" but even with a Gm ruling it at -4 it still boils down to stripping the fighters of their potioned adders (haste, strengths, etc) in one swell foop.
2. Many saves = one more failure. When used with blindness and holdperson and the like, making the entire party save (at -4)will, in my experience, result in one more failure. This effectively doubles the spell impact. Kick in a recitation from a nearby friendly mage and you might get another.
All in all, chain is one of my favorite feats, quite potent both on the offensive side and the defense.
So, all in all, the worry about magic missile or rays is hardly relevent to the feat's potency, from my perspective.