Chain Missile

CHAIN MISSILE
Evocation [Force]
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature, plus one
more creature/2 levels (each of
which must be within 30 ft. of the
primary target)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Bolts of pale blue energy spring forth
from your fi nger and slam into the desired
target. An instant later, the bolts bounce
away toward other creatures, slamming
into each one.

Missiles of magical energy dart from
your fi ngertip to unerringly strike
a creature. The missiles strike one
creature initially, then spring to other
targets. Each missile deals 1d4+1 points
of force damage. One missile strikes
the primary target per two caster levels,
to a maximum of ten missiles (dealing
10d4+10 points of damage). After
the missiles strike, they ricochet to a
number of targets up to the number
of missiles created by the spell. Each
secondary target takes 1d4+1 points of
damage, as if struck by a single magic
missile. You choose secondary targets as
you like, but they must all be within 30
feet of the primary target, and no secondary
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).
Missiles without a secondary target do
not ricochet off the primary target.
Spells, magic items, and abilities that
protect against magic missile (such as
the shield spell or a brooch of shielding)
also protect against this spell. If the
primary target has that sort of protection,
the spell has no effect against it
but still springs to all secondary targets.
(A brooch of shielding loses a number of
charges equal to the number of missiles
hitting the creature—up to ten missiles.)
If spell resistance causes the spell
to fail to harm the primary target, the
spell fails and missiles do not ricochet
to additional targets.

The missiles strike unerringly, even
if the targets are in melee or have
anything less then total cover or
concealment. You cannot single out
specifi c parts of a creature to strike.
This spell cannot target or damage
inanimate objects.