Level 1 Chains: Acidic Jet, Electric Impulse, Fire Bolt, Force Missile, Frost Bolt, Sonic Thrash
Level 2 Chains: Acid Coating, Fire Splash, Flash Frost, Lightning Bounce, Scream, Water Bubble
Level 3 Chains: Chain Roulette, Crystal Rain, Doubling, Necromantic Chaos, Sanomantic Chaos, Sonic Dissolution, Trisphere
Level 4 Chains: Crush, Eruption of Life, Magic Bomb, Reversal, Universal Hole
Level 5 Chains: Acid Disruption, Greater Chain Roulette, Electricity Disruption, Erasure, Fire Disruption, Frost Disruption, Pentasphere, Time Crunch, Tripling
Acid Coating
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Level 2 Chain
Range: Medium
Area: 30 ft. Acid Spread on ground
Duration: Instant
Saving Throw: Reflex for Half first, Half second
Spell Resistance: Yes
As the stream of magic is disrupted, Acid Coats the ground and creatures in the area. This deals 1d6 acid damage per chainer level to creatures hit by or standing on the acid.
Second Order: The acid lingers, continuing to deal its damage per round to creatures standing the affected area or covered in acid for 1 round per 2 chainer levels.
Third Order: The damage dealt is multiplied by 1.5.
Acid Disruption
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Level 5 Chain
Range: Medium
Target: One creature within range
Duration: Instant
Saving Throw: None
Spell Resistance: No
Magic displaces reality as one creature you target becomes covered in acid. This creature takes 2d10 acid damage per chainer level.
Second Order: The acid lingers on the creature, continuing to deal its damage each round. The acid lasts for 1 round per chainer level.
Third Order: The damage is doubled, then maximized.
Acidic Jet
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Level 1 Chain
Range: Medium
Target: One Creature within range
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
As you dip your hand into the stream of magic, a jet of acid sprays a target. Make a touch attack roll. If you succeed, the acid hits, dealing 1d6 acid damage per chainer level.
Second Order: The acid lingers on the creature, continuing to deal its damage each round. The acid lasts for 1 round per two chainer levels.
Third Order: The damage dealt is multiplied by 1.5.
Chain Roulette
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Level 3 Chain
Throwing caution to the wind, you splash the magic stream erratically. Multiply your wild surge chance by 1.5 for this chain.
Roll a 1d6 twice on this table. You use the chains indicated. Both are chainable.
Crush
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Level 4 Chain
Range: Medium
Target: One creature in Range
Duration: Instant
Saving Throw: Fortitude Half
Spell Resistance: Yes
As you use this chain, roll a d20. Target creature takes 10 damage per chainer level. If the roll on the d20 is a 19 or a 20, double this damage.
Second Order: Increase the range to 17-20.
Third Order: The target is stunned for a round.
Crystal Rain
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Level 3 Chain
Range: Medium
Area: 40 ft. radius cylinder, 80 ft. height
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The sky (or ceiling, whatever) opens up as crystalized magic rains down. You gain 1 Force Missile per 3 chainer levels per round of this effect, to target anyone within the cylinder as you please. Doubling and Tripling cannot affect this. The Force Missiles are not chainable.
Second Order: Gain 1 Force Missile per 2 chainer levels instead.
Third Order: Gain 1 Force Missile per chainer level instead.
Doubling
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Level 3 Chain
Double the damage of the current chain. You may only use this as a second or third order chain. You may not use Doubling or Tripling for the rest of this chain.
Erasure
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Level 5 Chain
Range: Short
Target: One creature in range
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
Target creature begins to dissolve into its component parts. This creature takes 10 damage per chainer level.
Second Order: The damage increases to 15 per chainer level.
Third Order: The target creature's current HP is halved before damage is dealt.
Electric Impulse
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Level 1 Chain
Range: Long
Target: One creature in range
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
As you dip your hand into the stream of magic, a jolt of electricity shocks the target creature. Make a ranged touch attack roll against target creature. If it hits, you shock the creature for 1d6 electric damage per chainer levels.
Second Order: The jolt shocks the creature enough to make it prone.
Third Order: The jolt causes the creature to seize up, stunning it for 1 round.
Eruption of Life
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Level 4 Chain
Range: Medium
Area: 30 ft. sphere
Duration: Instant
Saving Throw: Will Negates
Magic Resistance: Yes
You manage to find a stream with a high concentration of positive energy and rupture it, causing all living creatures in the area to gain 1d4x5 temporary hit points, and all undead to take 1d4 negative levels (ignoring undead immunity to negative levels).
Second Order: Add +2 to the die roll.
Third Order: Saving throw changes to "Will Half".
Fire Bolt
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Level 1 Chain
Range: Medium
Target: One creature within range
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
You dip your hand in the stream of magic, causing a bolt of fire to streak towards target creature. Make a ranged touch attack roll against the target creature. If it hits, the bolt of fire hits the target, dealing 1d6 fire damage per chainer level.
Second Order: Deal an additional 1d6 fire damage per three chainer levels.
Third Order: The bolt ignites all flammable materials on the creature, destroying them and deals the damage again next round.
Fire Disruption
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Level 5 Chain
Range: Medium
Target: One creature within range
Duration: Instant
Saving Throw: None
Spell Resistance: No
Magic displaces reality as one creature you target bursts aflame. This creature takes 2d10 fire damage per chainer level.
Second Order: The target is set ablaze, continuing to deal damage each round. Lasts for 1 round per chainer level.
Third Order: The damage is doubled, then maximized.
Fire Splash
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Level 2 Chain
Range: Medium
Area: 30 ft. radius sphere
Duration: Instant
Saving Throw: Reflex Half
Spell Resistance: Yes
Fire erupts from the center of the target area, dealing 1d6 fire damage per chainer level to all creatures in the area.
Second Order: All flammable objects in the area ignite.
Third Order: All creatures are pushed to the edge of the area.
Flash Frost
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Level 2 Chain
Range: Medium
Area: 30 ft. radius sphere
Duration: Instant
Saving Throw: Reflex Half first, Fortitude Negates second/third
Spell Resistance: Yes
A freezing blast flashes in the center of the target area, dealing 1d6 frost damage per chainer level to all creatures in the area.
Second Order: All creatures in area are slowed for 1 round.
Third Order: All creatures in area are entangled for 1 round.
Force Missile
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Level 1 Chain
Range: Medium
Target: One creature within range
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
You dip your hand into the stream of magic, causing a missile of pure force to strike at a creature. Make a ranged touch attack roll. If it hits, deal that creature 1d6 force damage per chainer level.
Second Order: Multiply the damage by 1.5.
Third Order: Multiply the damage by 2 instead of 1.5.
Frost Bolt
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Level 1 Chain
Range: Medium
Target: One creature within range
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
You dip your hand into the stream of magic, causing a blast of frost to fly at a creature. Make a ranged touch attack roll. If the attack hits, it deals 1d6 frost damage per chainer level.
Second Order: The creature is slowed for 1 round.
Third Order: The creature is entangled for 1 round.
Frost Disruption
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Level 5 Chain
Range: Medium
Target: One creature within range
Duration: Instant
Saving Throw: None
Spell Resistance: No
Magic displaces reality as target creature is frozen to the bone. Target creature takes 2d10 frost damage per chainer level.
Second Order: Target creature is entangled for one round per chainer level.
Third Order: The damage is doubled, then maximized.
Greater Chain Roulette
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Level 5 Chain
Works as Chain Roulette, except the d6 is rolled four times.
Lightning Bounce
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Level 2 Chain
Range: Long
Target: Any number of creatures within a 30 ft. radius of target point.
Duration: Instant
Saving Throw: Reflex Half first, Reflex Negates third
Spell Resistance: Yes
You throw a ball of bouncing lighting, striking all the creatures within the area you wish to. This ball deals 1d6 electricity damage per chainer level.
Second Order: One creature is struck twice.
Third Order: All creatures struck by the ball are knocked down. The creature targeted in the Second Order chain is stunned for 1 round as well, but needs make his saving throw only once.
Magic Bomb
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Level 4 Chain
Range: Short
Area: 10 ft. radius sphere
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
You begin pumping your will into a section of the magic stream, until you force it to burst. You may pay any number of chain points extra into this chain. You deal 1d10 force damage per chainer level in the area, plus (1/4th the chain points paid this way * chainer level).
Second Order: You may increase the area of effect up to a 40 ft. radius sphere.
Third Order: If this kills or destroys all creatures in the area, regain the extra chain points spent.
Necromantic Chaos
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Level 3 Chain
Range: Medium
Target: One target creature within range
Duration: Instant
Saving Throw: Fortitude Negates
Spell Resistance: Yes
You break off a thread of negative energy and hurl it at the target creature. If you succeed a ranged touch attack, the creature takes 1d4 negative levels. Undead gain 1d4x5 temporary hit points.
Second Order: Add +2 to the negative levels the creature takes. Undead gain 10 temporary hit points.
Third Order: Saving Throw changes to "None".
Pentasphere
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Level 5 Chain
Range: Medium
Area: 50 ft. radius sphere
Duration: Instant
Saving Throw: Reflex Half
Spell Resistance: Yes
You wildly disrupt the stream of magic over an area, causing a large sphere of all five energy types to form and fly wildly over that area. This attack deals 5d6 damage per chainer level and the damage is considered 1/5th Fire, 1/5th Frost, 1/5th Acid, 1/5th Electricity, and 1/5th Sonic. Resistances reduce damage individually and immunities block the 1/5th of the corresponding damage.
Pentasphere cannot be Doubled or Tripled.
Second Order: The Pentasphere persists for one round, dealing its damage again next round.
Third Order: The Pentasphere persists for two rounds, dealing its damage on both of those rounds.
Reversal
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Level 4 Chain
Range: Medium
Target: One creature within range
Duration: Instant
Saving Throw: Will partial, see below
Spell Resistance: Yes
You hook a thread of magic into a creature, displacing both of you through the ether. You switch places (you appear in the center of the area of a larger creature) and then the creature takes 2d6 damage per chainer level.
A successful will save cancels the place switching effect and halves the damage.
Second Order: Being ramped through pure magic has a negative effect on most creatures. The creature becomes fatigued as soon as the switch completes.
Third Order: The thread of magic remains lodged in the creature. At any time during your next turn, you may switch places with the creature again, dealing the damage again.
Sanomantic Chaos
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Level 3 Chain
Range: Medium
Target: One creature within range
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes
You break off a thread of positive energy and hurl it at the target creature. If you succeed a ranged touch attack, the creature gains 1d4x5 temporary hit points. If the creature is undead, it instead takes 1d4 negative levels, ignoring undead immunity to negative levels.
Second Order: Add 10 to the temporary hit points. Undead creatures take an additional 2 negative levels.
Third Order: Saving throw changes to "None".
Scream
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Level 2 Chain
Range: Medium
Area: 30 ft. radius sphere
Duration: Instant
Saving Throw: Fortitude half first, Will negates second, Fortitude negates third
Spell Resistance: No
You cause the scream of an unearthly creature to resound through an area, dealing 1d4 sonic damage per chainer level to all creatures within the area.
Second Order: All the creatures that hear the scream in the AOE are shaken.
Third Order: All creatures that hear the scream in the AOE are deafened.
Sonic Dissolution
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Level 3 Chain
Range: Medium
Area: 30 ft. radius sphere
Duration: Instant
Saving Throw: Fortitude half first, Will negates third
Spell Resistance: Yes
You cause a sonic disruption in an area, but this disruption is mixed with the essence of acid. Creatures in the area begin to melt from the sound waves. This deals 2d6 damage to creatures in the area, 1/2 acid and 1/2 sonic. Creatures reduced below 0 hitpoints by this melt into a puddle.
Second Order: The sound in the area persists, dealing its damage every round for 1 round per 2 chainer levels.
Third Order: The sound becomes maddening. Creatures in area act as if confused for every round they remain in the area, making a seperate will save every round.
Sonic Thrash
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Level 1 Chain
Range: Medium
Target: One creature within range
Duration: Instant
Saving Throw: Fortitude Half first, Will Negates Second, Fortitude Negates third
Spell Resistance: Yes
You dip your hand into the stream of magic, causing a sound only the target creature can hear. This deals 1d4 sonic damage per chainer level to the creature, even if the creature cannot hear.
Second Order: If the creature can hear, it is shaken by the sudden violent noise.
Third Order: If the creature can hear, it is deafened.
Time Crunch
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Level 5 Chain
Target: Self
Duration: Instant
This is used as a free action. You compress magic and time together, allowing you to get in action where neccessary.
If you use this as the start of your chain, you gain an additional full action, but you lose your next round.
If used as part of a chain, the chain is extended by three. This does not reset the order of the chain, so you can continue to use second and third order chains. You lose your next round.
Tripling
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Level 5 Chain
Deal triple damage for the current chain. You may not use Doubling or Tripling again for this chain. Use only as a third order chain.
Trisphere
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Level 3 Chain
Range: Medium
Area: 30 ft. radius sphere
Duration: Instant
Saving Throw: Reflex Half
Spell Resistance: Yes
You cause a sphere of fire, ice, and lighting to erupt in the middle of combat. This sphere deals 3d4 damage, 1/3rd fire, 1/3rd cold, and 1/3rd electricity. Resistances and immunities apply separately.
Second Order: The sphere persists, dealing its damage in the area every round for 1 round per chainer level.
Third Order: The sphere causes spells that have the fire, cold, or electric subtype to deal 1.5x damage. Chains are not spells.
Universal Hole
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Level 4 Chain
Range: Medium
Area: 30 ft. radius sphere
Duration: Instant
Saving Throw: Fortitude Negates
Spell Resistance: Yes
You manage to find a stream with a high concentration of negative energy and rupture it, giving all living creatures 1d4 negative levels and all undead 1d4x5 temporary hit points.
Second Order: Add +2 to the roll.
Third Order: Saving throw changes to "Fortitude Half".
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Level 2 Chain
Range: Short
Area: Line length of Range, beginning from you
Duration: Instant
Saving Throw: None
Spell Resistance: No
You rupture the magic stream, causing a sphere of water to rush in a line. This sphere pushes all creatures in the line back to the end of the line. This sphere extinguishes all non-magical flames it engulfs.
Second Order: The sphere persists, lasting for 1 minute per chainer level.
Third Order: The sphere captures all of the creatures it hits inside it, causing air-breathing creatures to drown. The sphere can be broken by a DC 11 + (1 per 2 chainer levels) strength check, which requires a move action.