Chain Missiles

{{Spelldescription
 * icon		= Arcane_Spell_Chain_Missiles.png
 * school		= Evocation
 * type1		= Force
 * type2		=
 * type3		=
 * type4		=
 * artificer	=
 * bard		=
 * cleric		=
 * druid		=
 * favored soul	=
 * paladin	=
 * ranger		=
 * sor n wiz	= 3
 * cost		= 15
 * components	= {{V}}, {{S}}
 * metamagic	= {{Empower}}, {{Enlarge}}, {{Maximize}}, {{Quicken}}
 * range		= Standard (Has some AOE, see text)
 * target		= Foe
 * duration	= Instantaneous
 * save		= None
 * sr		= No
 * cooldown	= 3 seconds (Wiz), 2 seconds (Sor)
 * description	= A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, up to 10 missiles. After striking your target, the missiles explode outwards, striking other creatures near the primary target.

Also note: While the main missile will be blocked by the shield or nightshield spell like standard magic missile, the collateral ones will not be. (Fixed in Update 48 patch 3)

See {{Forums|424373|forum discussion}} for updates.

{{Bug|Chain Missiles shoots 1 large highly damaging magic missile at your target, which deals twice the force damage of a standard magic missile (2d2+6). Then 10 standard 1d2+3 missiles explode outwards striking randomly at nearby targets. You seem to get all 10 missiles regardless of your caster level. The magic missile damage is verified as 1d2+3.}}

A possible explanation for the strange behaviour is that the first, extra-powerful magic missile is actually a composite of all the missiles that should be launched, meaning they appear in nearly the same space and look like a single spell. These then move out and hit the secondary targets as intended once they've performed the first strike.

Wizard Spell inscription : Requires Level III Inscription Materials.

Scrolls
}}