Chain Spell - consensus or official word?

Thanee

First Post
Is there any consensus (yeah, right! ;)) or official word about what spells can be chained yet?

- Ray spells? Probably not, since they specify no target.
- Spells with the option of multiple targets, aimed at a single target (i.e. Magic Missile)?
- Spells with alternate targets, one of which is a single target (i.e. Dispel Magic)?
- Spells that neither deal damage, nor have a save (i.e. Power Word: Stun)?
- Spells that are beneficial (i.e. Levitate)?

How would spells like Fleshshiver be resolved, that deal damage, but also have other effects? -4 save DC or Reflex save (instead or in addition to the Fortitude save?) for half damage or both? And how does the Reflex save, if there is any, affect the nauseated part of the effect? Guess it's best to just use the -4 save DC there. ;)

Bye
Thanee
 
Last edited:

log in or register to remove this ad

I think that the fact they didn't include chain spell as a metamagic feat in 3.5e suggests that they may have realised that it opened a can of worms that you don't necessarily want to walk through.

My contribution towards a consensus would be "ditch chain spell entirely, or at least rewrite it so that it (a) only works on area damaging spells and (b) has an effect exactly like that of chain lightning - so for +3 spell levels it will do full damage to the first target and then half damage to your level in secondary targets within specified range etc etc. That would probably work (although it would lose out on max damage cap of course, so it might only be worth a +2).

Then write a "mass spell" metamagic which allows a single target spell (probably a non damaging one) to effect your level in targets within a 20ft radius spread or whatever at xyz range. In 3.0e this worked out quite consistently at about +3 spell levels, they messed around with some new mass spells in 3.5e and positioned them a little strangely on the spell lists so it isn't so clear now.

So that's my opinion. Chain spell to reverse engineer the effects of chain lightning to it's damage spell brethren. New Mass spell to reverse engineer the effects of mass suggestion etc to their non damaging brethren.

Cheers
 

I would suggest, just apply it to spells with Line effects. Or maybe Rays, but it can only effect one Ray shot per spell. So Scorching Ray would only allow for one of those rays to "chain" off and do half damage to the nearest target(s).
 

Heck if it only apply to damaging spells like it does for the metapsionic chain it shouldn't even have a level mod or at most a +1. Though the metapsionic one(which only works on elemental damage single target poweres) in a blast of lameness has a +6pp mod which consideirng the psionic discount on meta = a +4 level mod. Look at chain lightning it is 6th level and has a 20d6 cap and its not even remotely overpowered.

At a +2 level mod that would be a 15d6 cap since the base spell would be 4th level and if it had to be area of effect instead of single target it would be a 10d6 cap, so for the cost of a feat you get to use metamagic and make a weaker spell?
 
Last edited:

Plane Sailing said:
I think that the fact they didn't include chain spell as a metamagic feat in 3.5e suggests that they may have realised that it opened a can of worms that you don't necessarily want to walk through.

Wow! You have Complete Arcane already? ;)

So that's my opinion. Chain spell to reverse engineer the effects of chain lightning to it's damage spell brethren. New Mass spell to reverse engineer the effects of mass suggestion etc to their non damaging brethren.

I see. :)

Bye
Thanee
 

Thanee said:
Wow! You have Complete Arcane already? ;)

Yes, unfortunately most people are going to be disappointed to learn that it doesn't have any prestige classes and is in fact a colouring book aimed at the under 6's :)

Cheers
 

This is the new chain power from the SRD if that helps

You can manifest powers that arc to hit other targets in addition to the primary target.
Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.
 


how many powers does this even effect? why does it cost so much??

bend reality (maybe), dissolving touch?, energy current (if there is no secondary foe within 15' but there are other foes within 30'), energy missile (if you dont want to hit targets within a psuedo 7.5' radius, and instead want to hit for half in a 30' radius).

That sems to be it really, did I miss any? How many do other casters have? Seems pretty limited though, both in form and in use. With all of that the cost seems incredibly high.
 

Trending content

Remove ads

Top