Gust of Wind (2): If another creature is concentrating on the chained grease spell above, you can cast gust of wind as a chained spell If you do, Medium or smaller creatures in the grease can be knocked down and rolled 1d4 x 10 feet, taking 1d4 points of cold damage per 10 feet Creatures size Small or smaller not gain a saving throw Wind Wall (3): If another creature is concentrating on the chained gust of wind spell above, you can cast wind wall as a chained spell If you do, Medium or smaller creatures that pass through the wall take 2d6 points of cold damage + point of cold damage per level (maximum +20) Deadeye’s Lore Know Direction (1): When you or another creature cast deadeye’s lore, you can cast know direction as a chained spell before the end of your next turn and learn the direction of a known creature This functions like locate creature, except that you only learn the direction of a specific creature known to you at the moment you cast the spell, not a direction in which it is moving Each round, when you concentrate on this chained spell, you can adjust your direction, if the creature has moved since the end of your last turn Acute Senses (2): If another creature is concentrating on the chained know direction spell above, you can cast acute senses as a chained spell and affect both that creature and yourself as targets You also gain the benefits of that creature’s know direction while it concentrates on that chained spell Allegro (3): If another creature is concentrating on the chained acute senses spell above, you can cast allegro as a chained spell and affect each creature that benefits from your bardic performance Enemy Insight (3): If another creature is concentrating on the chained acute senses spell above, you can cast enemy insight as a chained spell and grant targets your full favored enemy bonus for the duration Faerie Fire or Glitterdust Chill Metal or Heat Metal (1): When you or another creature cast faerie fire or glitterdust, you can cast chill metal or heat metal as a chained spell before the end of your next turn and affect each creature under the effects of the original spell, whether or not it is wearing metal Baleful Polymorph (2, 3): If another creature is concentrating on a spell chained with the faerie fire or glitterdust spells above, you can cast baleful polymorph as a chained spell on one of the creatures still under the effects of the original spell, if you can see it If this is the 3rd spell in the chain, the target suffers a –3 penalty on its Fortitude save Poison (2, 3): If another creature is concentrating on a spell chained with the faerie fire or glitterdust spells above, you can cast poison as a chained spell on one of the creatures still under the effects of the original spell, if you can see it If this is the 3rd spell in the chain, the target suffers a –3 penalty on its Fortitude save Holy Sword Holy Shield (1): When you or another creature cast holy sword, you can cast holy shield as a chained spell before the end of your next turn and designate up to targets as a swift action Bless Weapon (2): If another creature is concentrating on the chained holy shield spell above, you can cast bless weapon as a chained spell and affect each of your allies who remain within 30 feet of you Holy Sword (3): If another creature is concentrating on the chained bless weapon spell above, you can cast holy sword as a chained spell and affect each of your allies who remain within 30 feet of you Lightning Bolt Shocking Grasp (1): When you or another creature cast lightning bolt, you can cast shocking grasp as a chained spell before the end of your next turn and affect each creature that failed its save against lightning bolt that you can see Call Lightning (2): If another creature is concentrating on the chained shocking grasp spell above, you can cast call lightning as a chained spell If you do, creatures hit by the chained shocking grasp above not gain a saving throw Chain Lightning (3): If another creature is concentrating on the chained call lightning spell above, you can cast chain lightning as a chained spell If you do, the spell is empowered against creatures originally hit by the chained shocking grasp spell above Magic Missile Magic Missile (1, 2, 3): When you or another creature cast magic missile, you can cast magic missile as a chained spell before the end of your next turn and deal 1d8+1 force damage with each missile If another creature is already concentrating on a chained magic missile, your chained spell is also empowered If at least other creatures are concentrating on chained magic missiles, your chained spell is also maximized 185