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Dekkah
2012-05-10, 12:33 PM
I have a few quesiton about chain spell [metamagic] feat.
CHAIN SPELL [METAMAGIC]
You can cast spells that arc to other targets in addition to the
primary target.
Prerequisite: Any metamagic feat.
Benefi t: Any spell that specifi es a single target and has
a range greater than touch can be chained so as to affect
that primary target normally, then arc to a number of
secondary targets equal to your caster level (maximum
20). Each arc affects one secondary target chosen
by you, all of which must be within 30 feet of the
primary target, and none of which can be affected
more than once. You can choose to affect fewer
secondary targets than the maximum.
If the chained spell deals damage, the secondary
targets each take half as much damage
as the primary target (rounded down) and can
attempt Refl ex saving throws for half
damage (whether the spell allows the
original target a save or
not). For spells that don’t
deal damage, the save
DCs against arcing
effects are reduced
by 4. For example, if
a 10th-level wizard normally
casts cause fear at
DC 14, a chained cause
fear could target a goblin
chieftain at DC 14 and
up to ten of his nearby
guards at DC 10.
A chained spell uses up a spell slot three levels
higher than the spell’s actual level.

1 - How does Chain spell interact with the spell Burning Blood?
Since the spell deals damage unless the target save each round (I dont think it is instantaneous damage since it is 1Rnd/Lvl), does the secondary target takes half of the primary target would had taken (and can half it with a reflex save) and get affected by the spell no matter what

or

is the spell considered an effect spell and the secondary target first roll a reflex save (Dc-4) to see if he get affected, then save for his own damage each turn if affected?

BURNING
BLOOD
Necromancy
Le vel: Sorcerer/
wizard 4
Components: V, S, M
Ca sting Time: 1
standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature; see text
Duration: 1 round/level (D)
Saving Throw: Fortitude partial;
see text
Spell Resistance: Yes
The taste of copper fills your mouth and
bloody spatters punctuate the last few words
that unlock the spell. You gag slightly as the
blood in your mouth congeals, but disappears
even as you release the spell.
You taint a living creature’s blood with
a hot, corrosive infusion, dealing 1d8
points of acid damage and 1d8 points
of fire damage per round. The subject
can attempt a Fortitude save each round
to negate the damage, but a successful
save does not prevent damage in future
rounds. Searing pain limits the subject
to a single move action in any round
when it fails its Fortitude save.
Burning blood does not affect creatures
of the construct, elemental, ooze,
plant, or undead types.
Material Component: A drop of blood
and a pinch of saltpeter.

2 - How does Chain spell feat and Black Lore of Moil feat works with damage less spells?.
If we take the cause fear exemple in Chain spell feat description, what does happen if we apply Black Lore of moil to it (thus dealing 1D6). Will the Dc still get reduce by 4 for secondary targets, or will it be made at Full Dc since it now deal damage?


BLACK LORE OF MOIL [METAMAGIC]
Your study of the sinister knowledge and spellcasting
techniques of the long-dead Nightlords of Moil makes your
necromancy spells especially potent.
Prerequisites: Spell Focus (necromancy), caster level 7th.
Benefi t: Any necromancy spell you cast can be cast instead
as a Moilian spell, dealing an extra 1d6 points of negative
energy damage +1d6 per two spell levels (+1d6 for 1st-level
spells, +2d6 for 2nd- or 3rd-level spells, and so on). If the
spell normally allows a saving throw, the target takes half
the negative energy damage on a successful save, regardless
of the outcome of the save on the spell’s normal effect.
In addition to its normal spell components, a Moilian spell
requires the creation and expenditure of a Moilian runebone—
a small human bone (often a fi nger
bone) scribed with carefully prepared arcane
markings. Only a character trained
in the Black Lore of Moil knows the
secrets of creating a runebone,
which takes 1 hour to craft and requires
special inks and powders
costing 25 gp per die of negative
energy damage to be generated.
For example, a runebone
capable of adding 3d6
points of negative
energy damage to a
spell costs 75 gp to
craft.
While the maximum
negative energy
damage dealt by a Moilian
spell is based on the
spell’s level, the actual
damage is limited by the
runebone. For example,
if a sorcerer casts fi nger
of death (a 7th-level spell,
so normally +4d6) with a
75-gp (3d6) runebone, the
spell deals only 3d6 points
of additional negative energy
damage.
A Moilian spell uses a
spell slot of the spell’s normal
level.

3 - Is there an official ruling on Chain Spell and Reach spell feats Stacking? Does applying Reach spell to a touch spell make it valid for chain spell (assuming the spell had a TARGET line with a single target listed).

Duke of URL
2012-05-11, 07:20 AM
1&2) I can't call this a RAW answer, but I've always used/ruled chain to say that any damage is reduced by 1/2 for secondary targets and any save DC is reduced by 4. That applies no matter how damage or effects requiring saves come about. To me it's both easiest to adjudicate and makes the most sense with the apparent intent of the rule.

3) Reach Spell makes the resulting spell have a range. As long as it also has a target, it's now valid for Chain Spell; that is unambiguous and anyone who tries to argue it is most likely just wishing that it didn't work that way.