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	= This spell functions quite strangely, really nothing like its official description. It shoots off 1 large highly damaging magic missile at your target, which deals around 4 times the force damage of a standard magic missile (1d2+3). 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, but the main missile damage will need more testing to verify its exact dice.

Due to this strange functionality, you will often deal far more damage to your secondary target then your primary, if there are just 2 targets, else the AOE damage tends to be spread out somewhat randomly among all targets in range.

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.

{{bug|Official 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.''

Scrolls
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