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General Tabletop Discussion
*Pathfinder & Starfinder
A few questions about Chain Spell
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<blockquote data-quote="Shard O'Glase" data-source="post: 346758" data-attributes="member: 1134"><p>I think the biggest problem with chain spell is it's intended function to chain attack spells it sucks horribly at with an exception of one or two spells, and where it rocks is the unintended beneficial spell chains.</p><p></p><p> Lets look at the damage spells, lets say I invent a 2nd level spell does 10d6 target one creature, I chain it. Now it's 5th level does 10d6 to primary target, 5d6 to the rest. It's base DC is for a 2nd elvel spell though. Now look at any 5th level spell it's damage cap is 15d6, and 1/2 damage to the rest, and its saves are actually at 5th level. Problem damage spells just suck for chain spell. Even at the base level where you get this spell, it beats a chained spell down easily, and once you progress a few levels past the chained spells cpaped damage it just is pathetic.</p><p></p><p> Save or die style spells, lets see I chain it it's 3 levels higher and there is a penalty of -4 to the saves on all non primary targets. Lets go with a clerics hold person. It's 5th level though it has the save DC of a 2nd level spell for the primary target and the save DC of a -2 level spell for the rest. Just save your self a high level spell and cast hold on the primary target because unless they roll really pathetic the rest aren't failing there saves.</p><p></p><p>Now for buff style spells it does rock. No doubt about it.</p><p></p><p> The feat really needs a rewrite one for balance so its intended purpose doesn't suck, and two to clarify which spells it is supposed to work on. personally I think damaging spells that are chianed should be boosted maybe one level, maybe two, that way they are at least close to their damage cap for thier level, and don't suck. For save or die, I'm fine with the 3 level boost, but the benefit should include a save boost of +4 to the DC for the primary target, and normal saves for the rest.</p></blockquote><p></p>
[QUOTE="Shard O'Glase, post: 346758, member: 1134"] I think the biggest problem with chain spell is it's intended function to chain attack spells it sucks horribly at with an exception of one or two spells, and where it rocks is the unintended beneficial spell chains. Lets look at the damage spells, lets say I invent a 2nd level spell does 10d6 target one creature, I chain it. Now it's 5th level does 10d6 to primary target, 5d6 to the rest. It's base DC is for a 2nd elvel spell though. Now look at any 5th level spell it's damage cap is 15d6, and 1/2 damage to the rest, and its saves are actually at 5th level. Problem damage spells just suck for chain spell. Even at the base level where you get this spell, it beats a chained spell down easily, and once you progress a few levels past the chained spells cpaped damage it just is pathetic. Save or die style spells, lets see I chain it it's 3 levels higher and there is a penalty of -4 to the saves on all non primary targets. Lets go with a clerics hold person. It's 5th level though it has the save DC of a 2nd level spell for the primary target and the save DC of a -2 level spell for the rest. Just save your self a high level spell and cast hold on the primary target because unless they roll really pathetic the rest aren't failing there saves. Now for buff style spells it does rock. No doubt about it. The feat really needs a rewrite one for balance so its intended purpose doesn't suck, and two to clarify which spells it is supposed to work on. personally I think damaging spells that are chianed should be boosted maybe one level, maybe two, that way they are at least close to their damage cap for thier level, and don't suck. For save or die, I'm fine with the 3 level boost, but the benefit should include a save boost of +4 to the DC for the primary target, and normal saves for the rest. [/QUOTE]
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A few questions about Chain Spell
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