Chained Spell metamagic limits [Archive] - Wizards Community

Post/Author/DateTimePost
metrocube

01-05-06, 05:31 PM
The CA description for chained spell metamagic feat has me unclear on a couple issues.

1. Can chained spell metamagic apply to spells such as magic missile or scorching ray that emit multiple projectiles if the caster throws them all at a single target?

2. After making a successful touch attack roll for a chained ranged touch spell, does the caster have to make separate attack rolls for each of the secondary targets in her chain, or do they all automatically hit?

Oh, and 3. Where is the search function for these boards?
smrtgmp

01-05-06, 06:18 PM
1) Chain spell only works on spells with a single target, such as charm person. It will not work on scorching ray because it is not a targeted spell. Instead, it has an effect (which is the ray).

2) You cant use chain spell with anything that requires an attack roll. Only targeted spells are viable options for the chain spell feat. Since I'm sure this will result in questions like "doesnt a ray have a target?" check out the following:
AIMING A SPELL
You must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate.
Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.
If the target of a spell is yourself (the spell description has a line that reads Target: You), you do not receive a saving throw, and spell resistance does not apply. The Saving Throw and Spell Resistance lines are omitted from such spells.
Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you’re flat-footed or it isn’t your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.
Effect: Some spells create or summon things rather than affecting things that are already present.
You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell’s range.
Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don’t have to see the creature you’re trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature you’re aiming at.
If a ray spell has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists.
If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.
Spread: Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you can’t see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect (see below) to all portions of the effect.In D&D, the term "target" has a set definition, so that we can tell how certain effects interact with others. It is not used in the classical sense of the word. This can yield a lot of confusion, especially for those who havent read the magic chapter of the PHB in depth.

3) Non-existant, for quite some time now. Your best bet is an advanced google search.

Hope that helps. Happy gaming.
solbergb

01-05-06, 09:39 PM
The key is chain spell is more defined by what it can't do than what it can do. It has a very restricted target set, most spells don't work.

To work, the spell must have a range (all "touch" and "personal" spells are out, which nukes most buffing spells)

To work, the spell must have a target (that eliminates all "effect" spells including ray spells, area-effects and things like tenser disk or summoned monsters and other "Effects" like Ottiluke's Resilient Sphere)

To work, the spell must have only ONE target (eliminating confusion, haste, magic missile (a chained magic missile is minimum level 7, it gets 4 targets) and similar spells that work on multiple targets).

What does that leave?

for buffing, very little...Greater Magic Weapon, Magic Vestment, Keen Edge are the primary targets, especially GMW.

For attacking, you're mostly looking at enchantment spells (charm/tashas/hold/dominate) and a few save/xxx spells like baleful polymorph and phantasmal killer. Note that these spells are somewhat nerfed on the chain targets because the secondaries have much lower saves.

For utility, there are some mildly interesting cantip uses for a spont caster - mage hand has the right target descriptors, so a chained mage hand can do a very weak version of the telekenesis "violent thrust" (move 5lb or less objects 15' per move action for no damage), chain open/close can get all the doors in a corridor open or shut, chain mending can fix the rents in your noble outfit that the dire bear caused with its claws and chain detect poison can tell you if your level in items/monsters have poison somewhere...not as useful as you'd think. There are a few utiliity standouts though. Chain Grease can give an entire party +10 to resist/escape grapples, chain levitate can get the entire party airborne in one action, chain shatter can do very dramatic things to any cover the bad guy is using as long as it each thing you break isn't too heavy.

The other rather huge limit on chain spell is the 30' from each other limit on the targets, meaning you can usually chain for far more targets than are actually there.

Most of the time, in my experience, the main reason to take chain spell is to chain Greater Magic Weapon spells. WOTC has been fairly careful with other weapon upgrade spells to make them touch range, not close range, making them immune to chaining.
Jerrythehun

01-05-06, 11:11 PM
The really naughty use of Chain is Dispel Magic. Arcane Sight to pick out the BBEG's magic items, then pop a Chain DM that targets each of his/her items. Most magic items have a CL lower than their user, so it is like a AM field without the disadvantages.
Tigger11

01-06-06, 01:30 PM
The really naughty use of Chain is Dispel Magic. Arcane Sight to pick out the BBEG's magic items, then pop a Chain DM that targets each of his/her items. Most magic items have a CL lower than their user, so it is like a AM field without the disadvantages.


That works good, Greater Dispel Magic works even better. Baleful Poly is on of my favorites as well. The big bad surrounded by 15 bunnies after we won initiative was pretty funny.
-Tig