Please rate Chain Spell

Rate Chain Spell

  • 1 - You should never take this feat

    Votes: 0 0.0%
  • 2- Not very useful

    Votes: 1 1.9%
  • 3- of limited use

    Votes: 0 0.0%
  • 4- below average

    Votes: 4 7.5%
  • 5- Average

    Votes: 4 7.5%
  • 6- above average

    Votes: 6 11.3%
  • 7- above average and cool

    Votes: 15 28.3%
  • 8- good

    Votes: 8 15.1%
  • 9- Very good

    Votes: 13 24.5%
  • 10- Everyone should take this feat

    Votes: 2 3.8%

smetzger

Explorer
Chain Spell [Metamagic]
REQ: Any other metamagic feat
You can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target normally, the arcs to a number of secondary targets equal to your caster level. Each arc affects one secondary target. You choose the secondary targets as you like, but they must all be within 30’ of the primary target, and no target can be affected more than once. You can affect fewer secondary targets than the maximum. If the chained spell deals damage, the sondary targets each take half as many dice of damage as the primary target (rounded down) and can attempt Reflex saving throws for half of the secondary damage. For spells that do not deal points of damage, the save DCs against arcing effects are reduced by 4. A chained spell uses up a spell slot 3 levels higher than the spell’s actual level. Tome and Blood, pg 39.
 

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I went with below average. It has some good effects like the chained GMW or a chaned haste, but its intended purpose it fails at. For damage with the +3 level it bumps into damage caps horrendously. For save or dies it doesn't suck, but it basically comes down to the hope that with enough rolls the DM will eventually roll bad and fail.

Also T&B has some serious problems with using terms correctly so its unclear on what spells this would work on. The phrase "any spell that specifies a single target and has a range greater than touch" is also used on split ray whcih presumedly also works on rays which are not spells that specify a target.

If the misuse of terms is consistent in the same book then chain works on things like enervation and other ray spells and so doesn't suck quite as much for daamging spells. But then you bump into questions about how it works does it now auto hit the extras, do you roll for each hit, can you crit with it, can you only crit the 1st target etc.
 

I went with a "2", due largely to the inanity of the miswording in T&B. Read literally, it's pretty much a useless feat (for example, it's clearly inspired by the spell Chain Lightning ... but you can't GET Chain Lightning by applying Chain Spell to Lightning Bolt ...).

It's a great IDEA, though ... but ... it fails BADLY, when it comes to execution.
 

Chain Greater Magic Weapon
Chain Targetted Dispel Magic
Chain Hold Person
Chain Battering Ram
Chain Launch Bolt
Chain Flesh to Stone - For when you don't want the targets gear
Chain Dulark's Glass Strike - For when you do.
Chain Haste
Chain Know Protections
Chain Blindness/Deafness
Chain Speak With Dead


And that's IF you don't allow rays to work with it.

Who cares what they intended to do with it? I give it a 9. My Transmuter doesn't leave home without it.
 

Like others have mentioned, there are quite a variety of offence/defence/utility spells that benefit from this, and it is a cool concept. This works really well for a wizard, and is a god-send for a properly built sorcerer. I give it an 8.
 


I gave it a 5. Never used it myself so I cant speak from experience...but it isnt worded well. Seems like it does sort of fail at its purpose...although I think that has a lot to do with the fact that their arent very many targeting attack spells esepcialy not damage ones...most of em are area effects or non damaging save or dies. Still a chain polymorph other to turn multiples enemies into toads...
 

I voted 8. If it works on Enervation, it's a 10.

After Extend Spell, Sculpt Spell, and possibly Empower Spell for wizards, Chain Spell seems to have the most utility of any metamagic feat. Unfortunately, the DC on secondary effects is fairly low (due to the level increase and penalty) making chained Hold Persons, etc ineffective unless the caster's casting stat is maximized and he has greater spell focus. However, its use for buffs and the sheer number of targets that can be effected makes it retain an incredible usefulness.
 

7.00 after 31 votes

------------------------
10. None

9. None

8. Large and in Charge

7. Expert Tactician, Divine Might

6. Superior Expertise, Improved Sunder, Knock-Down, Shield Expert, Divine Shield, Improved Shield Bash(6.38,50,40174), Shield Charge(6.78,49,43169)

5. Close Quarters Fighting, Hold The Line, Pain Touch, Augment Summoning(5.42,50,44968)

4. Blindsight 5-foot radius, Fists of Iron, Death Blow, Lightning Fists, Mantis Leap, Monkey Grip, Power Lunge, Rapid Reload, Sharp Shooting, Zen Archery, Empower Turning(4.18,56,38151), Divine Vigor(4.61,57,37849)

3. Feign Weakness, Extra Stunning Attacks, Dual Strike, Circle Kick(3.09,56,11716), Eyes in the Back of Your Head, Off-Hand Parry, Pin Shield, Prone Attack, Remain Conscious, Divine Cleansing, Divine Vengeance, Heighten Turning(3.95,41,39213), Quicken Turning(3.47,36,41330), Arcane Preparation(3.43,56,44560)

2. Eagle Claw Attack, Improved Overrun, Dirty Fighting, Snatch Arrows, Arcane Defense(2.34,53,44015)

1. Divine Resisitance
 

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